occlusion culling. if I missed good links, you folks are welcome to
post them below.
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
![](https://pbs.twimg.com/media/Dr_YgZeWoAAzM8-.jpg)
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.
![](https://pbs.twimg.com/media/Dr_YkHwX4AEwPRf.jpg)
users.aalto.fi/~silvena4/Proj…
Robust algorithm for simplifying meshes of occluder objects.
![](https://pbs.twimg.com/media/Dr_Yog7WoAkViKr.jpg)
rastergrid.com/blog/2010/10/h…
describes and provides an OpenGL implementation of occlusion culling
with hiz-buffer.
![](https://pbs.twimg.com/media/Dr_YtQ5WoAcc1Sz.png)
interplayoflight.wordpress.com/2017/11/15/exp…
Description of a fully GPU-based implementation of occlusion culling
with hiz-buffer.
![](https://pbs.twimg.com/media/Dr_YyipW4AAkscu.jpg)
fgiesen.wordpress.com/2013/02/17/opt…
blog series describing optimizations done on a software-occlusion culling implementation
![](https://pbs.twimg.com/media/Dr_Y3TNWsAM4fa2.jpg)
slideshare.net/DICEStudio/cul…
render occluder to zbuffer using software rasterization. test aabb of objects
against zbuffer for occlusion culling.
![](https://pbs.twimg.com/media/Dr_Y9HQWkAAHE-7.jpg)
advances.realtimerendering.com/s2015/
GPU-based occlusion culling, by reprojecting last frames depth-pyramid.
also, describes shadow caster culling technique.
![](https://pbs.twimg.com/media/Dr_ZBg9W4AAmfPd.jpg)
bazhenovc.github.io/blog/post/gpu-…
Compares various occlusion culling approaches.
![](https://pbs.twimg.com/media/Dr_ZGjDWkAAVfXT.jpg)
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.
![](https://pbs.twimg.com/media/Dr_ZMmFWsAAodi2.jpg)
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.
![](https://pbs.twimg.com/media/Dr_ZSc9XgAAuaHI.jpg)
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.
![](https://pbs.twimg.com/media/Dr_ZoFEWsAY7L_0.jpg)
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.
![](https://pbs.twimg.com/media/Dr_ZrmBWoAUIZI7.jpg)
erkaman.github.io/posts/hiz_occl…
Small explanatory note, by yours truly. =D
![](https://pbs.twimg.com/media/Dr_Zv5SW4AAkoN5.jpg)