Hasselgren, JonAndersson, MagnusAkenine-Möller, TomasUlf Assarsson and Warren Hunt2016-06-172016-06-172016978-3-03868-008-62079-8679https://doi.org/10.2312/hpg.20161189Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Our algorithm has very low memory overhead and is 3 faster than previous work, while culling 98% of all triangles culled by a full resolution depth buffer approach. It supports interleaving occluder rasterization and occlusion queries without penalty, making it easy to use in scene graph traversal or rendering code.I.3.3 [Computer Graphics]Three Dimensional Graphics and RealismDisplay AlgorithmsI.3.7 [Computer Graphics]Three Dimensional Graphics and RealismHidden line/surface removalI.3.7 [Computer Graphics]Three Dimensional Graphics and RealismVisible line/surface algorithmsMasked Software Occlusion Culling10.2312/hpg.2016118923-31