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.