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Eric Arnebäck @erkaman2
, 16 tweets, 8 min read Read on Twitter
Alright! below im gonna post my collection of links related to
occlusion culling. if I missed good links, you folks are welcome to
post them below.
"Practical, Dynamic Visibility for Games"
blog.selfshadow.com/publications/p…
occlusion culling by creating hiz-buffer from occluders.
also uses it for shadow caster culling. they find AABB of
objects for culling against hiz-buffer
"Secrets of CryENGINE 3 Graphics Technology"
slideshare.net/TiagoAlexSousa…
occlusion culling by reprojecting depth of previous frame, downscale with max operator.
to cull objects, rasterize bounding boxes of objects, and cull them
against downsaled depth buffer.
"Occluder Simplification using Planar Sections"
users.aalto.fi/~silvena4/Proj…
Robust algorithm for simplifying meshes of occluder objects.
"Hierarchical-Z map based occlusion culling"
rastergrid.com/blog/2010/10/h…
describes and provides an OpenGL implementation of occlusion culling
with hiz-buffer.
"Experiments in GPU-based occlusion culling"
interplayoflight.wordpress.com/2017/11/15/exp…
Description of a fully GPU-based implementation of occlusion culling
with hiz-buffer.
"Optimizing Software Occlusion Culling"
fgiesen.wordpress.com/2013/02/17/opt…
blog series describing optimizations done on a software-occlusion culling implementation
"Culling the Battlefield"
slideshare.net/DICEStudio/cul…
render occluder to zbuffer using software rasterization. test aabb of objects
against zbuffer for occlusion culling.
"GPU-Driven Rendering Pipelines"
advances.realtimerendering.com/s2015/
GPU-based occlusion culling, by reprojecting last frames depth-pyramid.
also, describes shadow caster culling technique.
"GPU Driven Occlusion Culling in Life is Feudal"'
bazhenovc.github.io/blog/post/gpu-…
Compares various occlusion culling approaches.
"Optimizing the Graphics Pipeline with Compute"
slideshare.net/gwihlidal/opti…
Uses software rasterizer to render occluders into a zbuffer, and then
creates a hiz-buffer, for occlusion culling. On consoles, optimized with HTILE.
"Practical Occlusion Culling on PS3"
guerrilla-games.com/read/practical…
guerrilla-games.com/read/practical…
render occluders to depth buffer. heuristics for selecting good occluders.
describes good debugging and visualization tricks.
Great video series on occlusion culling techniques
youtube.com/playlist?list=…
Umbra's approach
blog.umbra3d.com/blog/intro-to-…

use voxelization and flood filling for finding portals-cells graph.
then traverse the graph, to build a depth buffer that is used for occlusion culling.
Masked software occluson culling
software.intel.com/en-us/articles…
allows computing a one-level HiZ-buffer, without having to make the full-res
buffer. Also uses much less memory.
Hierarchical Z-buffer Occlusion Culling: A Brief Explanation
erkaman.github.io/posts/hiz_occl…
Small explanatory note, by yours truly. =D
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