https://krupitskas.com/posts/modern_culling_techniques/
Article
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Overview of GPU culling methods: frustum, backface, occlusion, PVS, portal
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Covers history from Quake/DOOM BSP trees to modern GPU-driven pipelines
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Includes visualizations; follow-up on lights/shadows promised
Discussion
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Occlusion culling in user-generated open worlds flagged as unsolved hard problem
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Question raised: how do culling techniques hold up with raytracing and reflections?
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Commenters reminisced about hand-rolling software renderers in the 90s
Discuss on HN