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Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding – Interplay of Light
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Sebastian Aaltonen on Twitter: "This is our two-phase occlusion culling solution. Use previous frame data as a starting point for the first pass and then fill missing clusters in the second pass.
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GDOC - Dynamic GPU Occlusion Culling #GPU#Dynamic#GDOC#Occlusion | Unity asset store, Utility tool, Dynamic
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