Dynamic Occlusion Culling Using Octrees with Unity for Virtual Reality
This paper presents an approach for improving the rendering efficiency of scenes using Unity 3D for virtual reality (VR) applications. We will be applying Unity's framework to help eliminate unnecessary rendering of 3D objects, whose view is obstructed by other objects in the forefront, by culling them from the user's view using octree spatial data structures. We cover some of the tooling provided by Unity 3D and the performance gains we receive when applied to VR environments. The results will be recorded and used to evaluate the performance of the optimized application compared to its baseline. Moreover, our paper serves as a prototype to provide the groundwork for those who seek to develop on the implementation offered in this research.