Practical Occlusion Culling in Killzone 3
Thursday, 11 August 9:00 am - 10:30 am | West Building, Rooms 211-214
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.
Michal Valient
Guerrilla Games