An example of rendering numerous instances in Unity3D using Compute shaders for culling and LOD'ing and Graphics.DrawMeshInstancedIndirect to draw.
The Unreasonable Effectiveness of Quasirandom Sequences
Kostas Anagnostou - GPU Driven Rendering Experiments
Kostas Anagnostou - Experiments in GPU-based occlusion culling
Kostas Anagnostou - Experiments in GPU-based occlusion culling part 2
Ulrich Haar & Sebastian Aaltonen - GPU-Driven Rendering Pipelines
Sakib Saikia - Going Indirect on UE3
RasterGrid - Hierarchical-Z map based occlusion culling
StackOverflow - Hierachical Z-Buffering for occlusion culling
Daniel E - Hierarchical Z-Buffer Occlusion Culling with multiple samples
bazhenovc - GPU Driven Occlusion Culling in Life is Feudal
NVIDIA - Siggraph 2014 - Scene Rendering Techniques
Github - nvpro-samples/gl_occlusion_culling
GPU Gems 2 - Hardware Occlusion Queries Made Useful
ARM Developer Center - hiz_cull.cs
L. Spiro - Tightly Culling Shadow Casters for Directional Lights (Part 1)
L. Spiro - Tightly Culling Shadow Casters for Directional Lights (Part 2)
nonoptimalrobot - Shadow Volume Culling
Stephen Hill and Daniel Collin - Practical, Dynamic Visibility for Games
zeuxcg.org - View frustum culling optimization - Representation matters
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