Occlusion

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How Occlusion Culling Works - 2018

Introduction to Occlusion Culling - 2018

Experiments in GPU-based occlusion culling - 2017

Improved Culling for Tiled and Clustered Rendering in Call of Duty: Infinite Warfare - 2017

Experiments in GPU-based occlusion culling - 2017

Decima Engine: Visibility in Horizon Zero Dawn - 2017

Experiments in GPU-based occlusion culling - 2017

Bounding Proxies for Shape Approximation - 2017

GPU Driven Occlusion Culling in Life is Feudal - 2016

Optimizing the Graphics Pipeline with Compute, GDC 2016

Improving Geometry Culling for Deus Ex Mankind Divided presented by Umbra - 2016

Masked Software Occlusion Culling - 2016

GDC16: Improving geometry culling for Deus Ex: Mankind Divided by Nicolas Trudel - 2016

GPU Driven Occlusion Culling in Life is Feudal - 2016

Optimizing the Graphics Pipeline With Compute - 2016

OpenGL sample for shader-based occlusion culling - 2016

Practical Real-Time Strategies for Accurate Indirect Occlusion - 2016

GPU-Driven Rendering Pipelines - 2015

Coverage Buffer as main Occlusion Culling technique - 2015

Masked Depth Culling for Graphics Hardware - 2015

Dynamic Occlusion with Signed Distance Fields - 2015

Occluder Simplification using Planar Sections - 2014

The insanity that is OpenGL Occlusion Queries - 2014

Solving Visibility and Streaming in the The Witcher 3: Wild - 2014

Practical, Dynamic Visibility for Games - 2011

Secrets of CryENGINE 3 Graphics Technology - 2011

Culling the Battlefield: Data Oriented Design in Practice . 2011

Practical Occlusion Culling in Killzone 3 - 2011

Practical Occlusion Culling on PS3 - 2011

Making Game Worlds from Polygon Soup: Visibility, Spatial Hierarchy and Rendering Challenges - 2011

Optimizing Software Occlusion Culling – 2013

Hierarchical-Z map based occlusion culling - 2010

Instance culling using geometry shaders - 2010

Hierarchical-Z map based occlusion culling - 2010

Instance Cloud Reduction reloaded - 2010

Software Occlusion Culling - 2008

CHC++: Coherent Hierarchical Culling Revisited - 2008

Occlusion Systems - 2007

Rendering the Great Outdoors: Fast Occlusion Culling for Outdoor Environments - 2002

SurRender Umbra: A Visibility Determination Framework for Dynamic Environments - 2000

Occlusion Culling Algorithms - 1999

Hierarchical Z-buffer Occlusion Culling: A Brief Explanation

OpenGL-Accelerated Occlusion Culling Tutorial

Unity GPU culling experiments Part2 – optimizations

https://www.mpc-rnd.com/unity-gpu-culling-experiments-part2-optimizations/

Decima Engine: Visibility in Horizon Zero Dawn

Practical Occlusion Culling in Killzone 3 - 2011

Practical Occlusion Culling on PS3 - 2011