Experiments in GPU occlusion culling
Kostas is the Lead Graphics Programmer at Unit2 Games working on an unannounced project. Previously he worked at Radiant Worlds where he lead graphics and engine programming for SkySaga:Infinite Isles’ in-house tech. Even further in the past he worked as a graphics programmer at Blitz Games Studios and Rare on launch Xbox360 titles. He begun his career in graphics with a PhD in Realtime Volumetric Rendering but Rasterisation won him over in the end.
Reducing the amount of occluded geometry submitted to the GPU is crucial for efficient rendering. This is especially true for
games with a large number of props, where the developer has no total control of the content/level design, like UGC games.
This talk summarises the state of the art and describes practical approaches in GPU based occlusion culling combined with GPU driven
rendering, intended for SkySaga:Infinite Isles.”