Mike Turitzin (@miketuritzin)
2025-04-30 | โค๏ธ 320 | ๐ 30
Implemented two-pass GPU occlusion culling (using a hierarchical depth buffer - โHiZโ) in my SDF engine!
The video shows disocclusions (bricks that need to be rendered in the 2nd pass) in pink. This technique reduces the number of bricks rendered by 50-90+%.
More details below. https://x.com/miketuritzin/status/1917711272575131690/video/1
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