Excuse my ignorance...
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HeatherDawn Cohen
Who Me?!?!
Join date: 9 Aug 2004
Posts: 397
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04-14-2006 12:28
What the hell is Occlusion Culling?!!?
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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04-14-2006 12:32
A neat-o feature. Right now if you look our over the landscape, but there's a prim in the way, SL draws all that landscape, then that last prim in the way. With occlusion culling, only that last prim gets drawn, saving a lot of time 
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HeatherDawn Cohen
Who Me?!?!
Join date: 9 Aug 2004
Posts: 397
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04-14-2006 12:35
So, basically it's drawing that prim, then not rendering the landscape behind it?
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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04-14-2006 12:36
Yes, nor any of the prims behind it.
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HeatherDawn Cohen
Who Me?!?!
Join date: 9 Aug 2004
Posts: 397
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04-14-2006 12:37
I've heard people talking about this possibly helping privacy issues. I'm not sure how they figure that.
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Alondria LeFay
Registered User
Join date: 2 May 2003
Posts: 725
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04-14-2006 12:45
The theory behind it is sound, however if it takes more time to calculate whether or not to render a prim than to just render the prim, it doesn't help.
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Gigs Taggart
The Invisible Hand
Join date: 12 Feb 2006
Posts: 406
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04-14-2006 13:34
I wish it worked that way, but apparently it's much more limited than that, it doesn't seem to affect anything but terrain detail for obscured terrain and prims that are behind terrain.
True occlusion culling would make only the closest prim visible if it completely obscured the others.
The reason this could potentially mean more privacy is if they made it required, so you couldn't turn it off, it was true and complete occlusion culling, and if it were always calculated from your avatar's position and not your camera position.
This would mean you could make a room with no windows, and no one could see anything inside the room unless they were inside the room. If they panned their camera through the wall they'd only see a completely empty room.
It would also mean being inside a room with no windows would give you insane FPS since only the prims inside the room would be rendered. It would be like turning your draw distance down to just enough to encompass the room you are in.
Again, this is not the case with the way it is currently implemented.
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Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
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04-14-2006 13:36
Also, the culling happens with respect to the camera position (as it should!), not avatar position, so whatever you zoom on, you'll see it. This is not a privacy feature.
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"If Mel Gibson and other cyberspace writers are right, one day the entire internet will be like Second Life." -- geldonyetich
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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04-14-2006 13:39
From: Gigs Taggart The reason this could potentially mean more privacy is if they made it required, so you couldn't turn it off, it was true and complete occlusion culling, and if it were always calculated from your avatar's position and not your camera position. That would kill SL as a building platform. Imagine having to drop out of edit to walk (or fly) round the build to see behind the prims...
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HeatherDawn Cohen
Who Me?!?!
Join date: 9 Aug 2004
Posts: 397
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04-14-2006 14:40
Oh, that is a really good point.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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04-14-2006 19:35
From: Siobhan Taylor That would kill SL as a building platform. Imagine having to drop out of edit to walk (or fly) round the build to see behind the prims... Active Worlds doesn't have a detachable camera, yet it's building platform is fine, though not as good as SL's. Av-based occlusion wouldn't KILL SL as a building platform but it would make it more annoying. It should remain camera-based, unless a specific sim option could be added for it to change to av-based for privacy reasons.
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Yedwab Linden
Linden Lab Employee
Join date: 7 Feb 2005
Posts: 25
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04-14-2006 23:40
As has been stated elsewhere, occlusion culling has nothing to do with privacy. It only has to do with not drawing things that are just going to be drawn over by things which obscure them, from the camera's perspective. You can't "see" it, because anything that is visible should always be drawn. The only way you can tell is by turning it on and off and watching the change in framerate.
To answer Alondria, the algorithm is a smart one, designed to not impact framerate when nothing is being culled and everything is visible.
Hope that answers the question.
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