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First, to preface: the reason it's hard to find details about these hierarchical cluster culling systems because they are a still emerging field, at the very cutting edge of real-time rendering development. Only a handful of games/engines have successfully shipped something like this, and mostly not open source (UE5 being a recent exception). It is an area ...


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This question is too general to be answered in a Q&A site like SE. It would be better to consult to a recent thesis, or a text book. Here are couple of suggestions that come to my mind: Chapter 11 of Möller, T. (2018) Real-time rendering. Fourth edition. Boca Raton: Taylor & Francis, CRC Press. Engel, W. F. (ed.) (2018) GPU pro 360 guide to lighting. ...


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Filtering refers to image processing operations that generate a new image by applying a filter kernel to an existing image. This is used for many purposes, but one of the most common is to resample images without aliasing. For example, when generating mipmaps for a color texture, you will resample it to smaller sizes. The mipmaps are filtered versions of the ...


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