Would have loved to see your paper implemented and see gains upon basic AABB culling (for shadow, Frustum culling, Vr viewports culling, etc) https://research.nvidia.com/publication/apex-point-map-constant-time-bounding-plane-approximation :)
Would have loved to see your paper implemented and see gains upon basic AABB culling (for shadow, Frustum culling, Vr viewports culling, etc)
https://research.nvidia.com/publication/apex-point-map-constant-time-bounding-plane-approximation
:)