Help with Occlusion Culling

Hi boys. I want to use Umbra occlusion calling in order to hide things that are outside the room (the room where camera is). Unfortunatly I’ve find only a tutorial for the Iphone system but not for pc. I don’t understand when listen english! Can you explane me how to do? Can you make a little scene with 2 severals room and set it properly?

watch the image: Is there the possibility to hide objects in the area with the red number 3?

ok :frowning: my english is too bad to have answers :frowning: sorry

the iphone 1.x tutorials still widely work, just that you place the areas now from the editor window for occlusion culling (first of the tabs - dropdown allows you to create new areas)

your screenshot there though does not show any rooms :slight_smile:

I want to ask:

do Umbra Occlusion culling same things of M2H Occlusion System?

When I’m into a room (In my scene 2 walls create my 4 “rooms”) can Umbra hide objects that are outside this room?

watch the image. If I’m in Room1 I would that the processors “see” only object of room 3.
While if I’m on Room 3 I want to see both room1 and room2. Can I do this with Umbra? Or I can only with MH2 System?

Occlusion Culling does much more than M2Hs system which is just the “barebone” incarnation of it. The general idea is similar but Umbra in Unity (and the old system on unity iphone 1.x) take it to a much higher level.

And umbra wouldn’t hide stuff outside the room.
What happens is:

  1. Frustum Culling → all thats not in front of your camera and in view range is hidden
  2. Occlusion Culling checks what in front of your camera and in view range are behind a static object for which occlusion data were baked and hides them

So instead of just hiding whats outside the room (which can normally not be done as you can see out the door and thus just hiding the outside room would be horrible ;)) it hides all thats not in front of your camera and viewable given you generated occlusion data and have static objects that occlude dynamic / other static objects :slight_smile:

Technically 1 and 2 might happen at the same time but it gives you an idea.

everything is clear except for this

“2. Occlusion Culling checks what in front of your camera and in view range are behind a static object for which occlusion data were baked and hides them”

ellipse will be hidden?

(if “yes” what features must have?) static? non static? inside the culling area? outside the culling area? thanks

Given the wall is static object, the ellipse and its bounding are completely hidden by the wall and your camera is within a view area and have the occlusion data generated for this view area, then yes, the ellipse will be hidden.

if the ellipse is dynamic you might optimally also want to consider target areas (that area areas in which dynamic objects move around), that further enhances performance, reduces the datasize stored and saves time to calculate the pvs data :slight_smile:

Perfect :):slight_smile: I’ve try it! thank you very much dreamora