Daniel E's Journal

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Cologne, Germany
Graphic programming findings
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Daniel E
February 27, 2011
Hierarchical Z-Buffer Occlusion Culling (Updated 07.15.2011)
Updates: - Fixed some code in the baking step - Rewrote culling shader to use a variable number of samples

So here's my take on the GPU based Hierarchical-Z Buffer Occlusion Culling thing that you might have already heard about. Implementations have already been presented at rastergrid.com and nickd…
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