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What is the use of Occlusion Culling?
Occlusion Culling is a technique used in computer graphics and game engines, including Unity, to optimize rendering performance by selectively rendering only the objects that are visible to the camera.

In Unity, Occlusion Culling is a feature that automatically determines which objects in the scene are not visible to the camera, based on occlusion data that is precomputed during the baking process. This allows Unity to skip rendering those objects and their associated geometry, materials, and textures, resulting in improved performance and reduced GPU usage.

Occlusion Culling can be particularly effective in large, complex scenes with many objects, where the camera may not be able to see all objects at once, or where objects are blocked by other objects in the scene. By using Occlusion Culling, Unity can dynamically optimize the rendering pipeline, ensuring that only the necessary objects are rendered, and reducing the overall computational workload.
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