gl_occlusion_culling VS MaskedOcclusionCulling

Compare gl_occlusion_culling vs MaskedOcclusionCulling and see what are their differences.

gl_occlusion_culling

OpenGL sample for shader-based occlusion culling (by nvpro-samples)

MaskedOcclusionCulling

Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm. (by GameTechDev)
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gl_occlusion_culling MaskedOcclusionCulling
3 1
511 593
0.2% 0.3%
4.0 4.8
4 months ago 5 months ago
C++ C++
Apache License 2.0 Apache License 2.0
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gl_occlusion_culling

Posts with mentions or reviews of gl_occlusion_culling. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-11.
  • Occlusion Culling Dilemma
    2 projects | /r/VoxelGameDev | 11 Feb 2022
    A low-latency (and frankly better) alternative to hardware occlusion queries is to make your own using indirect drawing. Simply draw a chunk's bounding box against the depth buffer and set the instance count of the indirect struct to one if any fragments are drawn. The next frame you can use these indirect commands to draw the actual chunk geometry and repeat the whole process. This has a guaranteed latency of one frame. More info here.
  • Occlusion Culling for Chunks?
    1 project | /r/VoxelGameDev | 23 Nov 2021
    One approach is to use occlusion queries, draw chunks which were visible last frame and then occlusion test the bounding volumes of chunks which weren't rendered and render the ones which pass using a shader based occlusion approach similar to this NVIDIA sample: https://github.com/nvpro-samples/gl_occlusion_culling
  • Has anyone used Intel's Masked Occlusion Culling library?
    2 projects | /r/gameenginedevs | 4 Jan 2021
    For occlusion culling, specifically, there’s this reference implementation: https://github.com/nvpro-samples/gl_occlusion_culling

MaskedOcclusionCulling

Posts with mentions or reviews of MaskedOcclusionCulling. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-11.
  • Occlusion Culling Dilemma
    2 projects | /r/VoxelGameDev | 11 Feb 2022
    Have you come across Masked Occlusion Culling before? It renders geometry on the cpu into a simplified depth buffer using bit shifting. It would take a bit of rework to integrate, but it doesn't seem too bad.

What are some alternatives?

When comparing gl_occlusion_culling and MaskedOcclusionCulling you can also consider the following projects:

filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2

CornerCulling - Fast and Maximally Accurate Occlusion Culling

gl_cadscene_rendertechniques - OpenGL sample on various rendering approaches for typical CAD scenes

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

EveryCulling - This library integrates multiple culling methods into one library.