A comprehensive walkthrough of modern real-time rendering culling techniques, organized from cheapest to most complex. Covers the basics (distance, backface, frustum culling), occlusion culling methods (hardware queries, software CPU-side, Hi-Z depth pyramid, two-pass GPU-driven), screen-size culling, PVS, portal culling, GPU-driven indirect drawing, meshlet/cluster culling, Unreal Engine 5's Nanite virtualized geometry, and light/shadow culling. Includes HLSL/DX12 code examples and a bonus section on per-triangle culling in mesh shaders using SV_CullPrimitive, covering backface, near-plane, frustum, and sub-pixel triangle culling.
Table of contents
Intro1. The Basics: Distance, Backface, and Frustum2. Occlusion Culling3. Even More Culling Techniques!4. GPU-Driven Rendering and Cluster Culling5. Virtualized Geometry: Nanite6. Light and Shadow CullingOutroExtra section request from friend - “baz!” 😜Further ReadingSort: