Enhanced InstancedMesh with frustum culling, fast raycasting (using a BVH), sorting, visibility, LOD, skinning and more.
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Updated
Dec 3, 2025 - TypeScript
Enhanced InstancedMesh with frustum culling, fast raycasting (using a BVH), sorting, visibility, LOD, skinning and more.
Unity multiple approaches for GPU instanced grass (+ occlusion/frustum culling)
Octree/Quadtree/N-dimensional linear tree
Extension methods for BatchedMesh to accelerate raycasting and frustum culling, handle different uniforms for each instance, LOD and more.
A repo for my research on planet rendering in c++ | opengl **Now runs on Linux**
Visibility Determination Library: hierarchical frustum and occlusion culling algorithms
An attempt to make a world map in webgl
This is a DirectX application with some basic Game engine features.
TypeScript based 3D game engine.
Zero-dependency Zig library that automatically routes spatial queries (frustum culling, overlaps, etc.) to CPU or GPU based on query volume vs world volume ratio — no manual tuning required.
Grass Simulation using OpenGL
Common mathematics library, C99 GLM alternative (vector, matrix, quaternion, camera, bounding, color)
WIP scene graph with frustum culling for Raylib
This repository is a learning project that explores the fundamentals of 3D rendering with OpenGL. It is a collection of experiments and demonstrations, integrated with ImGui, allowing for easy exploration and modification of parameters.
A high-performance 3D point cloud visualization engine built with C++17 and OpenGL, achieving 858 FPS with 1M+ points through advanced spatial optimization.
Hierarchical space partitioning
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