Slideshare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our User Agreement and Privacy Policy.
Slideshare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our Privacy Policy and User Agreement for details.
Download to read offline
Download to read offline
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
Killzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
Total views
14,958
On Slideshare
0
From embeds
0
Number of embeds
4,463
Downloads
162
Shares
0
Comments
0
Likes
7
Join the community of over 1 million readers
Join the community of over 1 million readers
Sign up for a Scribd 60 day free trial to download this document plus get access to the world’s largest digital library.
Cancel anytime.