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Raster based Occlusion Culling

3.1K views
Jan 8, 2017
6:35

A small demo of occlusion culling of many objects in a scene using OpenGL's Shader Storage Suffer Objects (SSBO). Nvidia article: https://github.com/nvpro-samples/gl_occlusion_culling What's interesting about SSBO is that it can write out to memory, so here I use the fragment shader with early depth test to determine the visibility of objects by writing into a visibility array.

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Raster based Occlusion Culling | NatokHD