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Image-Space coherence of the z-buffer algorithm

I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion. ...
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iSGL3D Occlusion Culling

I was testing a cool 3D Scene Graph Library called iSGL3D. Since I found some functions called alpha culling for displaying partly hidden objects (making the ones in front transparent). I was ...
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Occlusion Culling Open-World Implementation (Using Unity)

I was curious how people generally do occlusion culling. What techniques are most widely accepted for performance and also where can I learn more about these? The material I can find online seems ...
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Unity 5: Occlusion Culling Areas in Vehicles

I am using Unity 5 and want to make use of Occlusion areas. They work as expected in an FPS-style game. In the current scene I use a rail-shooter-like approach with the camera attached to a (very high ...
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Occlusion rendering setup/shader

I have a minigolf game and one of the common complaints is that the ball can get hidden behind objects, making it difficult to see and putt. I want to update my graphics engine to either: 1) not ...