ABSTRACT

There are a lot of issues with indoor and sometimes outdoor games, some of which we need to be aware of but it's going to be too tricky with our current systems to deal with. Occlusion culling, basically, relies on novice coders making important decisions about drawing things they know they cannot see, in the same way as frustum culling, but this time using line of sight-based system, rather than the outside of box methods. There are multiple methods of occlusion culling, and different levels of complexity novice coders can work with and a whole range of problems that real-world situations give us. Basic occlusion systems work on bounding volumes, which regard that empty space as a valid area of occlusion, so it's probably best to focus only on avoiding a draw on an object obscured by an environmental feature.