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Occlusion Culling In Dynamically Generated Scene
I'm wondering if there's an easy way to implement occlusion culling into a fairly basic procedural scene at runtime.
What I'm working on is a dynamic room building application that runs in VR.
The rooms I generate are much like a standard room in someone's house, and they are built from a json file at runtime. The idea is to produce a very realistic looking, but small, environment in VR.
Because of this, a lot of the models I have to work with are incredibly high poly, with big textures. Sometime's a room will be generated from a plan with a lot of these objects scattered around the room. These objects are static and don't move, and cannot be interacted with.
I'd very much like to be able to cull these objects, but we cant bake at runtime. We have a loading screen while the room is being generated and it would be ideal if we could just do a bake once the room has loaded in, and extend the load time. Loading times aren't really an issue for us, but performance in VR and graphical fidelity are.
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