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Occlusion culling increases rendering performance simply by not rendering geometry that is outside the view frustum or hidden by objects closer to the camera. Horus is a non-conservative occlusion culler and it performs better than Umbra (Unity's native occlusion culler) in small scenes such as interiors filled with lots of objects.
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Horus is currently in alpha stage!
- Written in C++17
- Works better than Umbra in small spaces
- Fully dynamic, baking not required
- Add HorusManager.cs located in UnityScript folder to your scene and attach it to your camera
- Compile plugin with Visual Studio 2019, name DLL file horus.dll and place it in Plugins folder of your Unity project
- Unit tests and CI setup
- Provide pre-compiled binaries
- Custom memory allocator & memory pool
- Mesh -> Octree converter
- BVH/Octree based pre-culling
- Fiber based task system
- Non-static mesh support
- Transparent object support
- Skinned mesh support
- Better C# marshalling code
- Multicore support
I use SemVer for versioning. Current version is 0.1
- OpenGL Mathematics (GLM) - C++ Math library
- spdlog - C++ logging library
- Bitmap - C++ Bitmap Library
- Real-Time Rendering, Fourth Edition http://www.realtimerendering.com/
- Fixing Frustum Culling http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm
- Efficient Occlusion Culling https://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch29.html
- Parallelizing the Naughty Dog Engine Using Fibers https://www.gdcvault.com/play/1022186/Parallelizing-the-Naughty-Dog-Engine
This project is licensed under the MIT License - see the LICENSE.md file for details