Culling Strategies

Occlusion and Distance Culling Strategies

Frustum culling keeps everything in view, including objects hidden behind others. Occlusion culling removes those:

Distance culling skips or fades objects beyond a range that grows with their size, and picks simpler meshes as distance grows. All of these fit in the frustum pass, before the atomicAdd() that appends a survivor.

Occlusion queries on a wall and two boxes: the one sliding behind the wall reports 0 samples passed, read back a frame lateHTMLLive
<!doctype html>
<style>
  body { margin: 0; background: #f7f4ee; font: 14px system-ui, sans-serif; }
  .stage { position: relative; width: 100%; max-width: 600px; }
  .stage canvas { display: block; width: 100%; }
  .stage canvas + canvas { position: absolute; inset: 0; pointer-events: none; }
</style>
<div class="stage">
  <canvas id="view" width="600" height="330"></canvas>
  <canvas id="labels" width="600" height="330"></canvas>
</div>
<script>
const canvas = document.getElementById('view');
const ink = document.getElementById('labels').getContext('2d');

function showMessage(text) {                     // 2D fallback when WebGPU is missing
  const ctx = canvas.getContext('2d');
  ctx.fillStyle = '#fbeaea'; ctx.fillRect(0, 0, canvas.width, canvas.height);
  ctx.fillStyle = '#8a2b2b'; ctx.font = '18px system-ui, sans-serif'; ctx.textAlign = 'center';
  ctx.fillText(text, canvas.width / 2, canvas.height / 2);
}

// Rectangles at a depth: instance 0 the wall (near), 1 a box sliding behind it, 2 a box beside it.
const code = /* wgsl */ `
@group(0) @binding(0) var<uniform> slide: f32;
struct Out { @builtin(position) pos: vec4f, @location(0) color: vec3f }
@vertex fn vs(@builtin(vertex_index) v: u32, @builtin(instance_index) i: u32) -> Out {
  let q = vec2f(f32(v & 1), f32(v >> 1));
  let rects = array(vec4f(-0.35, -0.55, 0.5, 1.1), vec4f(-0.75 + slide, -0.25, 0.3, 0.5), vec4f(0.68, -0.3, 0.26, 0.55));
  let depth = array(0.3, 0.6, 0.6);
  let colors = array(vec3f(0.55, 0.38, 0.22), vec3f(0.08, 0.40, 0.75), vec3f(0.16, 0.56, 0.30));
  let r = rects[i];
  return Out(vec4f(r.xy + q * r.zw, depth[i], 1), colors[i]);
}
@fragment fn fs(in: Out) -> @location(0) vec4f { return vec4f(in.color, 1); }`;

async function main() {
  const adapter = await navigator.gpu?.requestAdapter();
  if (!adapter) return showMessage('WebGPU is not available in this browser');
  const device = await adapter.requestDevice();
  const context = canvas.getContext('webgpu');
  const format = navigator.gpu.getPreferredCanvasFormat();
  context.configure({ device, format });
  const B = GPUBufferUsage;
  const module = device.createShaderModule({ code });
  const pipeline = device.createRenderPipeline({ layout: 'auto', primitive: { topology: 'triangle-strip' },
    vertex: { module }, fragment: { module, targets: [{ format }] },
    depthStencil: { format: 'depth24plus', depthWriteEnabled: true, depthCompare: 'less' } });
  const depth = device.createTexture({ size: [600, 330], format: 'depth24plus', usage: GPUTextureUsage.RENDER_ATTACHMENT });
  const slide = device.createBuffer({ size: 4, usage: B.UNIFORM | B.COPY_DST });
  const group = device.createBindGroup({ layout: pipeline.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer: slide } }] });

  const querySet = device.createQuerySet({ type: 'occlusion', count: 3 });
  const resolve = device.createBuffer({ size: 3 * 8, usage: B.QUERY_RESOLVE | B.COPY_SRC });   // 64-bit results
  const ring = [0, 1, 2].map(() => device.createBuffer({ size: 3 * 8, usage: B.COPY_DST | B.MAP_READ }));
  let results = [1n, 1n, 1n];
  const boxX = (s) => ((-0.75 + s + 0.15) + 1) * 300;

  function frame(now) {
    const s = 0.55 + Math.sin(now / 1100) * 0.55;      // box 1 slides from the left, behind the wall, and back
    device.queue.writeBuffer(slide, 0, new Float32Array([s]));
    const encoder = device.createCommandEncoder();
    const pass = encoder.beginRenderPass({
      colorAttachments: [{ view: context.getCurrentTexture().createView(), clearValue: [0.97, 0.96, 0.93, 1], loadOp: 'clear', storeOp: 'store' }],
      depthStencilAttachment: { view: depth.createView(), depthClearValue: 1, depthLoadOp: 'clear', depthStoreOp: 'discard' },
      occlusionQuerySet: querySet });
    pass.setPipeline(pipeline);
    pass.setBindGroup(0, group);
    for (let i = 0; i < 3; i++) {
      pass.beginOcclusionQuery(i);                   // counts samples that pass the depth test
      pass.draw(4, 1, 0, i);                         // wall first, so it can hide what follows
      pass.endOcclusionQuery();
    }
    pass.end();
    encoder.resolveQuerySet(querySet, 0, 3, resolve, 0);
    const staging = ring.find((b) => b.mapState === 'unmapped');
    if (staging) encoder.copyBufferToBuffer(resolve, 0, staging, 0, 24);
    device.queue.submit([encoder.finish()]);
    if (staging) staging.mapAsync(GPUMapMode.READ).then(() => {    // a frame (or more) late
      results = [...new BigUint64Array(staging.getMappedRange())]; staging.unmap();
    });

    ink.clearRect(0, 0, 600, 330);
    ink.font = '12.5px system-ui, sans-serif'; ink.fillStyle = '#222';
    ink.fillText('beginOcclusionQuery(i) / draw / endOcclusionQuery() for each object, resolved each frame', 12, 22);
    ink.textAlign = 'center';
    const names = ['wall', 'box behind', 'box beside'], xs = [225, boxX(s), 543];
    names.forEach((n, i) => {
      const visible = results[i] > 0n;               // only "nonzero" is promised: treat as a boolean
      ink.fillStyle = visible ? '#1e6b3a' : '#8a2b2b';
      ink.fillText(`${n}: ${visible ? 'visible' : 'hidden (0)'}`, xs[i], i === 1 ? 272 : 296);
    });
    ink.textAlign = 'left'; ink.fillStyle = '#555'; ink.font = '11.5px system-ui, sans-serif';
    ink.fillText('Hi-Z culling tests objects against last frame\'s depth pyramid; distance culling drops far, small objects.', 12, 322);
    requestAnimationFrame(frame);
  }
  requestAnimationFrame(frame);
}
main();
</script>