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Culling

Our app had a problem: it was rendering everything, which for large files resulted in performance drops.

I implemented culling — a straightforward yet powerful concept: if an object isn’t visible, don’t render it. I initially considered quadtrees for optimal calculations, but a brute-force approach was good enough and resulted in:

  • a more responsive and efficient application
  • reduced GPU workload

Sometimes, the best optimization is just knowing what not to do. 🚀


70 words
11-09-2024 12:00