One of the key challenges of modern 3D game rendering engines powering the next-generation of console games is to minimize resources spent on assets that do not actually contribute to the user experience. More specifically, determining which surfaces are hidden behind (occluded by) other surfaces can be a very hard problem to solve in real-time, but will typically yield significant performance gains.
Real-time occlusion culling typically requires either a vast amount of manual labor or a computationally intensive pre-processing step. In this talk, I will show how the occluder generation step can actually be considered embarrassingly parallel, and distributed across multiple nodes accordingly. I will also discuss how this model can be further improved.