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Question by SeanM3D · Nov 19, 2013 at 06:35 PM · shadowslightmappingocclusionocclusion culling

The Science Behind Unity

Hallo everyone,

I am looking very targeted for papers which served as close reference for the way Unity chose to implement certain algorithms. For instance I would be interested to read the paper(s) behind

  • Occlusion Culling (this one I am most interested in!)

  • Frustum Culling

  • Lightmapping (Single, Dual and Directional)

  • the Terrain module

  • DX11 Tesselation

  • Shadows

  • SSAO and Screen Space Ambient Obscurance

  • Deferred and Forward Lighting

Would be awesome if you guys links me to one or the other paper :)

Thanks a lot!

Sean

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avatar image robertbu · Nov 19, 2013 at 06:55 PM 3
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Unity Forums is a better place to ask this kind of question. Unity Answers is structured for answering single, specific technical questions.

avatar image SeanM3D · Nov 19, 2013 at 07:01 PM 0
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I already did. Not much help there.

avatar image Graham-Dunnett ♦♦ · Nov 19, 2013 at 08:23 PM 0
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I'm sorry my help on the forum wasn't what you needed. I'm not sure that algorithm implementation in Unity is something that will be discussed publicly. Also, for things like DX11 tessellation I imagine Unity just calls into DX11 code, so has nothing specific.

avatar image SeanM3D · Nov 19, 2013 at 09:32 PM 0
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Graham, no need to apologize. I appreciated all replies even though they weren't what I was looking for. I'm sure exact implementation details are not publicly known, but I thought it is roughly known which publications served as reference for the implementation of certain techniques. that usually isn't a top secret thing. For instance I thought it was known on which algorithms Occlusion Culling (the Umbra 3 tech) is roughly based on. Is it e.g. some kind of hierarchical occlusion culling?

avatar image Benproductions1 · Nov 20, 2013 at 10:49 AM 0
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I don't know exactly how Occlusion Culling works, however I do know how some of the other stuff works:

-View Frustrum Culling works using the bounds of the mesh and the camera properties to deter$$anonymous$$e weather to render the mesh

-Lightmapping probably works using Radiosity and/or Photon Rendering, but I'm not sure on this one

-The Terrain $$anonymous$$odule is just a dynamic mesh with certain optimisations, nothing special

-Tesselation is done using Standard DX11 functionality

-Shadows depend on the rendering method, Differed (Not Deffered) or Forward. I suggest looking up how it's done in OpenGL (either method), there are a ton of resources online!

-Same goes for Screen Space Ambient Occlusion (not Obscurance). I remember doing some research on it and finding some papers (just google it), but at the time I didn't understand it too well ;)

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