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zeux avatar zeux commented on May 26, 2024

I believe this still works if you do the culling in view-space - the projection "matrix" here is literally that, not a view-projection one, so if you transform the sphere to view space before running the same culling code it should work.

(of course it doesn't work for asymmetrical projection matrices that you can encounter in VR)

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Eichenherz avatar Eichenherz commented on May 26, 2024

Guess you're right. But I'm not sure there's much benefit doing it this way vs getting the 4 planes.
Anyways I though I should open this issue in case someone else encounters this issue. ( Maybe it's time for niagara to get it's own Discord server ? :) )
Thanks for the replay !

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zeux avatar zeux commented on May 26, 2024

Maybe it's time for niagara to get it's own Discord server ? :) )

Thankfully GitHub now has Discussions :) But yeah the frustum culling implementation was chosen for simplicity given the lack of a view transform and to show how the math works out. I don't know if it's worth doing this way in a more complex case or not, although it's worth noting that a view transform is affine, so to transform a bounding sphere it's sufficient to transform the center - as such maybe it's still a good idea.

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Eichenherz avatar Eichenherz commented on May 26, 2024

I know about the discussions, even opened a couple, but still, Discord is more "alive" ":-)
Here's an example of the "compacted" frustum culling:
https://github.com/vblanco20-1/vulkan-guide/blob/engine/shaders/indirect_cull.comp#L116

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