This document provides an overview of Masked Occlusion Culling (MOC), a technique for efficient CPU occlusion culling. It discusses traditional software occlusion culling methods and their limitations. MOC works by directly updating a hierarchical Z-buffer without computing the full resolution depth buffer. This allows culling many pixels in parallel using SIMD instructions. The document also describes how Avalanche Studios integrated MOC into their Apex engine. They use artist-placed boxes and quad occluders as well as low-poly terrain meshes. MOC provided a smoother, more modular workflow and was more efficient than their previous box culling approach.