In the previous post i’ve described occlusion culling technique that tries to take tad different steps on resolving visibility information. In this one i’m gonna share basic implementation that performs pretty well. Following steps are performed:
Demo with source code
- Transform objects (occluder / test geometry) bounding boxes to viewport space. Determine whether we should clip its triangles or not and tile bounds that object is in. Invisible objects are skipped. Also calculate view space Z bounds that later will used as sort key.
- Transform vertices ( for objects intersecting frustum planes do transformation and clipping ) to viewport space.
- Allocate output triangles and in each tile that triangle intersects store allocated triangle indices. We choose to store triangles in groups of four in SoA style. Also the backface mask is calculated during this step so backfacing triangles could be skipped in rasterizer
Now as we have triangle lists for each tile we sort them using previously stored Z value. - Sorted lists are drawn, where occluder triangle scanlines are merely ORed with corresponding scanline of occlusion buffer of tile and test triangles are checked whether any pixels of scanline are visible.
Demo with source code