Improved Culling for Tiled and Clustered Rendering in Call of Duty: Infinite Warfare

Michal Drobot

This lecture covers two novel rendering algorithms used in Call of Duty: Infinite Warfare. The first, z-binning, significantly improves the quality and performance of volumetric entity-vs-geometry culling as compared to classic tiled and clustered techniques. The second, conservative proxy culling, utilizes a custom conservative rasterization approach to further improve the quality of culling, significantly improving scenarios with complex occlusion. The lecture presents the design process, the resulting pipeline, and an in-depth implementation of both algorithms on AMD GCN-based GPUs. The target audience is experienced rendering engineers with prior knowledge of tiled or cluster rendering techniques, as well as a basic understanding of GCN intrinsic.

 

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