Occlusion Culling Dilemma

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  • gl_occlusion_culling

    OpenGL sample for shader-based occlusion culling

  • 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.

  • MaskedOcclusionCulling

    Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.

  • 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.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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