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Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time...
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Our algorithm has very low memory overhead and is three times faster than previous work, while culling 98% of all triangles by a full resolution depth buffer approach. It supports interleaving occluder rasterization and occlusion queries without penalty, making it easy