Awesome
Unity ECS implementation of a typical Culling system supporting Frustrum Culling and Occlusion Culling
Viewer perspective
Not culled
Culled by Occluders
Out of Frustrum
Debug view
Not culled
Culled by Occluders
Out of Frustrum
Debug view
Not culled
Culled by Occluders
Out of Frustrum
Octree layer 0
Octree layer 1
Octree layer 2
Octree layer 3
Object AABBs
Frustrum AABB
Objects not fitting in any Octree nodes are moved in a particular Root layer for special processing
Object at Root layer
Inputs
W,A,S,D + Mouse : Basic movements when using the Viewer camera
Mouse Right : Rotate orbital camera around viewer when using the Debug camera
Mouse Scroll : Zoom/Dezoom when using the Debug camera
Space : Switch between Debug/Viewer camera
L : Lock/Unlock camera movements
Alpha1 : Show/Hide stats panel
Alpha2 : Display next Octree layer
Alpha3 : Show/Hide objects at Root Octree layer
Alpha4 : Show/Hide object AABBs
Alpha5 : Show/Hide Frustrum AABB