Experiments in GPU-based occlusion culling

Occlusion culling is a rendering optimisation technique that refers to not drawing triangles (meshes in general) that will not be visible on screen due to being occluded by (i.e. they are behind) some other solid geometry. Performing redundant shading of to-be-occluded triangles can have an impact on the GPU, such as wasted transformed vertices in the vertex shader or shaded pixels in the pixel shader, and on the CPU (performing the drawcall setup, animating skinned props etc) and should be avoided where possible.

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Experiments in GPU-based occlusion culling