culling
references
recommended
Greene, N., Kass, M., & Miller, G. (1993, September). Hierarchical Z-buffer visibility. In Proceedings of the 20th annual conference on Computer graphics and interactive techniques (pp. 231-238). ACM. (ncsu) See also Greene's dissertation.
E. Haines & T. Moeller. 1999. Occlusion culling algorithms. Excerpted from E. Haines & T. Moeller. 1999. Real-time rendering. AK Peters.
Akenine-Moller, T., Haines, E., & Hoffman, N. (2018). Acceleration algorithms. In sections 19.5-19.8 in Real-Time Rendering. AK Peters/CRC Press. (ncsu)
optional
Stephen Hill and Daniel Collin. 2011. Practical, dynamic visibility for games.
M. Wimmer and J. Bittner. 2005. Ch.6 : hardware occlusion queries made useful. In M. Pharr, ed., GPU Gems 2, Addison-Wesley.
Dean Sekulic. 2004. Ch. 29: efficient occlusion culling. In R. Fernando, ed., GPU Gems, Addison-Wesley.
Cohen-Or, D., Y. Chrysanthou, C. Silva, and F. Durand. 2003. A Survey of Visibility for Walkthrough Applications. IEEE Trans. Visualization and Computer Graphics, 9, 3, 412–431.
David Luebke and Chris Georges. 1995. Portals and mirrors: simple, fast evaluation of potentially visible sets. In Proceedings of the 1995 symposium on Interactive 3D graphics (I3D '95). ACM, New York, NY, USA, 105-ff. Related site. (ncsu)
demo
D. Franklin. 2004. Occlusion Culling Using DirectX 9. On Gamedev.net.
tsherif occlusion culling demo.
sites
On Quicktime VR at apple, which Ned was involved in.
engine refs
manuals
unity: frustum, occlusion, optimization, occlusionblog, areas