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9 repository-uri

Awesome GitHub RepositoriesFrustum Culling Utilities

Tools for identifying and excluding objects outside the camera view volume to optimize rendering performance.

Distinct from Performance Optimization: Distinct from general performance optimization: focuses specifically on camera-based visibility culling for rendering.

Explore 9 awesome GitHub repositories matching software engineering & architecture · Frustum Culling Utilities. Refine with filters or upvote what's useful.

Awesome Frustum Culling Utilities GitHub Repositories

Găsește cele mai bune repo-uri cu AI.Vom căuta cele mai potrivite repository-uri folosind AI.
  • babylonjs/babylon.jsAvatar BabylonJS

    BabylonJS/Babylon.js

    25,652Vezi pe GitHub↗

    Babylon.js is a JavaScript game engine and real-time graphics renderer designed for creating interactive three-dimensional visuals and applications. It functions as a web-based 3D framework and WebGL engine that enables the deployment of high-performance 3D content across various web platforms and devices. The project provides tools for web-based 3D game development, real-time graphics rendering, and the creation of browser-based interactive visualizations. It also supports the development of WebXR virtual and augmented reality experiences using standard web technologies. The framework cover

    Implements frustum culling to prevent the GPU from rendering objects outside the camera view.

    TypeScript
    Vezi pe GitHub↗25,652
  • libgdx/libgdxAvatar libgdx

    libgdx/libgdx

    24,816Vezi pe GitHub↗

    LibGDX is a Java-based framework designed for cross-platform game development, enabling the creation and deployment of 2D and 3D games across desktop, mobile, and web environments from a single codebase. It functions as a comprehensive library that abstracts hardware-accelerated graphics, audio, input, and file system access, providing a unified interface for developers to manage game logic and application lifecycles. The framework distinguishes itself through a high-performance architecture that prioritizes efficiency and native interoperability. It utilizes a batch-oriented graphics pipelin

    Optimizes rendering performance by identifying and skipping the processing of invisible scene elements outside the camera view.

    Java2d3dandroid
    Vezi pe GitHub↗24,816
  • ssloy/tinyrendererAvatar ssloy

    ssloy/tinyrenderer

    23,252Vezi pe GitHub↗

    Tinyrenderer is a C++ library designed as an educational tool for building a 3D graphics pipeline from scratch. It provides a software-defined rendering environment that executes all geometric transformations and rasterization tasks on the central processor, intentionally avoiding reliance on external hardware acceleration or graphics libraries. The project serves as a pedagogical resource for understanding the fundamental mathematical principles of computer graphics. It enables users to implement custom shader pipelines and core rendering techniques, such as barycentric coordinate calculatio

    Optimizes rendering performance by identifying and ignoring triangles oriented away from the camera.

    C++3d3d-graphicsc-plus-plus
    Vezi pe GitHub↗23,252
  • katspaugh/wavesurfer.jsAvatar katspaugh

    katspaugh/wavesurfer.js

    10,114Vezi pe GitHub↗

    wavesurfer.js is a WebAudio playback library and interactive waveform visualizer that renders audio data onto an HTML5 canvas. It enables users to see and navigate sound files through a visual representation of audio peaks, allowing for direct seeking and playback control within a web browser. The project is distinguished by its flexible rendering model, which can use precomputed peak data to display waveforms without downloading or decoding the full audio file. It utilizes a plugin-based extension model to integrate advanced tools such as spectrograms, interactive audio timelines, and real-t

    Optimizes rendering performance by clearing and redrawing only the visible portions of the waveform during zoom or scroll.

    TypeScriptaudiojavascriptmusic
    Vezi pe GitHub↗10,114
  • s-macke/voxelspaceAvatar s-macke

    s-macke/VoxelSpace

    6,760Vezi pe GitHub↗

    VoxelSpace is a 2.5D terrain engine and ray casting renderer that produces navigable 3D landscapes from height and color maps. It functions as a real-time voxel landscape viewer and height map visualizer, converting grayscale elevation data into interactive terrain from a first-person viewpoint. The project implements a voxel space rendering algorithm that projects height maps into 3D landscapes using ray casting and vertical scanlines. It optimizes rendering performance through front-to-back drawing with a y-buffer to skip occluded pixels, and applies level-of-detail distance culling to redu

    Optimizes rendering by drawing terrain columns from nearest to farthest and skipping pixels already covered by a y-buffer.

    C3d-enginecomanchegame-comanche
    Vezi pe GitHub↗6,760
  • caffeinemc/sodiumAvatar CaffeineMC

    CaffeineMC/sodium

    5,469Vezi pe GitHub↗

    Sodium is a Minecraft performance optimization project that replaces the default rendering engine to increase frame rates and reduce stutter. It functions as a game rendering modification that applies runtime patches to the engine to change how graphics are displayed. The project provides a customizable settings registry, allowing for the addition of new configuration options to the video menu so other extensions can integrate their own visual settings. The rendering system implements chunk-based culling logic and buffer-based geometry caching to minimize draw calls and reduce CPU overhead.

    Skips rendering objects outside the camera's viewing frustum based on spatial hierarchy tests.

    Javaazdofabricminecraft
    Vezi pe GitHub↗5,469
  • urho3d/urho3dAvatar urho3d

    urho3d/urho3d

    4,707Vezi pe GitHub↗

    Urho3D is a cross-platform 3D game engine written in C++. It uses a component-based scene graph to compose game objects from nodes and attached components, separating transforms from behaviors for modular design. The engine integrates AngelScript and Lua scripting for game logic, uses the Bullet library for physics simulation, and renders scenes with OpenGL or Direct3D through forward, deferred, or light pre-pass pipelines with customizable render passes and shadow mapping. The engine distinguishes itself with a built-in visual scene and UI editor for composing 3D worlds and interface layouts

    Shares a single culling camera across viewports to avoid redundant visibility queries in VR and multi-view setups.

    C++2d3d3d-graphics
    Vezi pe GitHub↗4,707
  • playcanvas/supersplatAvatar playcanvas

    playcanvas/supersplat

    3,614Vezi pe GitHub↗

    Supersplat is a web-based suite for editing, optimizing, and viewing 3D Gaussian Splats. It functions as a visual editor for cleaning scenes and a converter for transforming splat data between different file formats to ensure compatibility across tools. The project provides specialized capabilities for 3D scene curation, allowing the configuration of cameras, animations, and annotations. It includes a data optimizer that compresses large spatial datasets into streamed formats to improve loading speeds on web pages. The system further supports the publishing of processed assets to a public ga

    Implements frustum culling to exclude spatial data outside the camera view and optimize rendering.

    TypeScript3d-gaussian-splatting3dgsgaussian-splatting
    Vezi pe GitHub↗3,614
  • steaklive/everyray-rendering-engineAvatar steaklive

    steaklive/EveryRay-Rendering-Engine

    738Vezi pe GitHub↗

    EveryRay Rendering Engine is a high-performance graphics framework designed for real-time three-dimensional rendering. It utilizes a physically based deferred rendering pipeline to simulate realistic light behavior, incorporating global illumination, cascaded shadow mapping, and advanced volumetric effects to produce high-fidelity visual output. The engine distinguishes itself through a unified graphics abstraction layer that enables consistent performance across diverse hardware backends by translating high-level commands into specific instructions. It further optimizes complex environments

    Offloads frustum and occlusion testing to the graphics processor to minimize central processor overhead when managing large numbers of instanced objects.

    C++3d-graphicsdeferred-renderingdirectx-11
    Vezi pe GitHub↗738
  1. Home
  2. Software Engineering & Architecture
  3. Performance and Reliability
  4. Performance Optimization
  5. Frustum Culling Utilities

Explorează sub-etichetele

  • Back-Face Culling Utilities1 sub-tagAlgorithms that discard triangles facing away from the camera to optimize rendering performance. **Distinct from Frustum Culling Utilities:** Distinct from Frustum Culling Utilities: focuses on geometric orientation-based visibility rather than view-volume clipping.
  • GPU-Accelerated CullingOffloads frustum and occlusion visibility tests to the graphics processor to reduce CPU overhead. **Distinct from Frustum Culling Utilities:** Focuses on GPU-based compute shader implementation rather than general CPU-side frustum culling utilities.
  • Shared View Culling for Stereo RenderingShares a single culling camera across viewports to avoid redundant visibility queries, improving performance in VR and multi-view setups. **Distinct from Frustum Culling Utilities:** Distinct from Frustum Culling Utilities: specifically optimizes stereo rendering by sharing culling across viewports, not general frustum culling.
  • Waveform Viewport CullingPerformance optimization that only renders the visible segment of an audio waveform. **Distinct from Frustum Culling Utilities:** Distinct from general Frustum Culling: applied specifically to the 2D scrolling viewport of an audio waveform.