Mike Turitzin (@miketuritzin)

2025-04-30 | โค๏ธ 320 | ๐Ÿ” 30


Implemented two-pass GPU occlusion culling (using a hierarchical depth buffer - โ€œHiZโ€) 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

๐Ÿ”— ์›๋ณธ ๋งํฌ

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domain-vision-3d domain-ai-ml domain-visionos