How to Handle Double Precision Coordinates in Unity ?

Posted on Fri 08 September 2023 in misc

Like most of 3D/Game engines, Unity works with single float precision coordinates. As it is not an issue for most use cases, this may be a problem when you deal with geographical coordinates or very large world. Let's see how to handle this problem using the Unity's High Precision …


Continue reading

The Problem of Floating Point Precision in Opengl, Vulkan and 3D in General - Part 3

Posted on Mon 04 April 2022 in misc

We have seen in the previous article how to handle position of object and camera in very large scene. But this still won't solve the shaky problem caused by matrix accumulation. We will here see that only a few place needs to use double precision, and not all your rendering …


Continue reading

The Problem of Floating Point Precision in Opengl, Vulkan and 3D in General - Part 2

Posted on Mon 28 March 2022 in misc

We have seen in a previous article why floating point representation may shake our objects in scene. We will now see how to use space change tricks to mitigate this problem.

A brief reminder about World, Model and View space

When dealing with 3D coordinates, we generally use 3 coordinate …


Continue reading

The Problem of Floating Point Precision in Opengl, Vulkan and 3D in General - Part 1

Posted on Mon 21 March 2022 in misc

When zooming a lot on 3D objects or when having small object lost in a very large scene, it can happen that your objects "jiggle" from one position to another, making rendering really shaky. We will see in this series of article where does it comes from and how to …


Continue reading