![Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding – Interplay of Light Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding – Interplay of Light](https://i.ytimg.com/vi/vdsNFutIymc/maxresdefault.jpg)
Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding – Interplay of Light
![Sebastian Aaltonen on Twitter: "This is our two-phase occlusion culling solution. Use previous frame data as a starting point for the first pass and then fill missing clusters in the second pass. Sebastian Aaltonen on Twitter: "This is our two-phase occlusion culling solution. Use previous frame data as a starting point for the first pass and then fill missing clusters in the second pass.](https://pbs.twimg.com/media/E3hKXzqXIAEbJ4O.jpg)
Sebastian Aaltonen on Twitter: "This is our two-phase occlusion culling solution. Use previous frame data as a starting point for the first pass and then fill missing clusters in the second pass.
![GPU Occlusion Culling #Culling#Occlusion#GPU#VFX | Unity asset store, Unity, Brochure template layout GPU Occlusion Culling #Culling#Occlusion#GPU#VFX | Unity asset store, Unity, Brochure template layout](https://i.pinimg.com/736x/a1/48/c9/a148c90e5e257c8fdf976091d4fc1c04.jpg)