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