Practical Occlusion Culling in Killzone 3

These are slides from the talk I gave at Siggraph 2011. It shows our SPU-based occlusion culling used in the game.

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.

View slides on Slideshare
Download the slides

Guerrilla publications page