Hierarchical view frustum culling

M3G uses hierarchical view frustum culling, which affects performance optimization from the developer point of view. This feature has the following properties:


  • Meshes outside of the screen area are automatically optimized out of the rendering. Thus, the application developer is advised not to implement view frustum culling in the application itself.

  • If a whole Group is outside of the screen area, everything in that Group will be optimized out. The culling works better if the scene is soundly organized, so that the meshes inside a Group are close to each other also in 3D space.

  • Applications may use coarse visibility optimization techniques (PVS, BSP, portals) to complement the built-in view frustum culling. The application would select the portions of the scene to be rendered by toggling on/off the rendering enable flags in Groups and other scene graph nodes, prior to calling the Graphics3D.render method.