
Hierarchical Depth Culling and
Bounding-Box Management
on the GPU
Dzmitry Malyshau
18.1 Introduction
Optimizing the data passed to the GPU is one of the keys to achieving high and stable
frame rates. The fewer data that go into a GPU, the b etter the performance. This
is what geometry-culling techniques are for: they reduce the number of fragments,
polygons, or even whole objects processed by the GPU.
There are several common culling methods today [Fernando 04]:
• Frustum culling. On a high level, the graphics engine determines the ob-
jects outside the view frustum and leaves them out of drawing. It generally
uses a bounding-volume approximation (e.g., ...