How to Implement Occlusion Checking Between Different Tiles?

The issue is as follows:

  1. When the entire scene is divided into a single tile, the foreground grass is displayed correctly, and occlusion checking works as expected.
  2. When the scene is divided into multiple tiles, the foreground grass disappears, and the background chair is displayed directly, causing occlusion to be handled incorrectly.

Possible cause: It seems that each tile is performing its own depth testing and sorting, rather than a global sorting mechanism for all tiles. How can we implement global sorting for all tiles in CesiumJS? Or is there an alternative solution to this issue?


Hi @17zhongkaowobisheng ,

Good question,

To help narrow down the discussion, what kind of data is being displayed here? Is it a Gaussian splats dataset? Point cloud? Something else entirely?

Hi @17zhongkaowobisheng

You are correct. In the current implementation on the Gaussian splatting branch, they are sorted per tile which causes these tile boundary visual anomalies. We are working on a fix which should be out in a month or so.

1 Like

Could you kindly share your approach and proposed solution to the problem? We are very interested in learning more about it!