Practical Occlusion Culling in Killzone 3

Michal Valient; SIGGRAPH 2011, Vancouver 11 August 2011

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Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.

Practical Occlusion Culling in Killzone 3