Well apparently using SPU to compute some visibility term has already been done so feel free to post any relevant link.
http://forum.beyond3d.com/showpost.php?p=1061199&postcount=12
http://forum.beyond3d.com/showthread.php?p=1028174&highlight=occlusion#post1028174
http://forum.beyond3d.com/showpost.php?p=1061561&postcount=65
Questions:
- is it per-triangle? per-"object"?
- any use of (hierarchical?) bounding boxes?
- is it based on something similar as the GL_ARB_OCCLUSION_QUERY? Does the SPU rasterize? screen-res?
- maybe cell-based visibility?
- does it use time-coherency?
http://forum.beyond3d.com/showpost.php?p=1061199&postcount=12
http://forum.beyond3d.com/showthread.php?p=1028174&highlight=occlusion#post1028174
http://forum.beyond3d.com/showpost.php?p=1061561&postcount=65
Questions:
- is it per-triangle? per-"object"?
- any use of (hierarchical?) bounding boxes?
- is it based on something similar as the GL_ARB_OCCLUSION_QUERY? Does the SPU rasterize? screen-res?
- maybe cell-based visibility?
- does it use time-coherency?