When working with various forms of culling, it can be useful to project the object bounds to screen space. This is necessary to implement various forms of occlusion culling when using a depth pyramid, or to be able to reject objects or clusters that don’t contribute to any pixels. The same operation can also be used for level of detail selection, although it’s typically faster to approximate the projected area on screen - here we’re interested in efficient conservative projected bounds....| zeux.io
Backface culling is something we take for granted when rendering triangle meshes on the GPU. In general, an average mesh is expected to have about 50% of its triangles facing away from the camera. Unless you forget to set appropriate render states in your favorite graphics API, the hardware will reject these triangles as early in the rasterization pipeline as possible. Thus, it would seem that backface culling is a solved problem. In this post, however, we’ll explore a few alternative strat...| zeux.io