Everyone who ever has implemented an octree knows that the scene can have a lot of overdraw unless you have some sort of occlusion culling. There are many different techniques to implement it. After trying an image based technique and hardware occlusion culling tests with not much succes I decided to implemented my own.

It works with occlusion planes and can cull boundingboxes which I use in the octree of the engine. It creates lines from the camera to the 8 points of the boundingbox and checks if they pas thought the occlusion plane. If one of the lines doesn`t go through the occlusion plane then the boundingbox is visible and the content of the box can be rendered. A pretty simple technique but it works pretty well.

The demo can be found here:
http://www.genesisdevice.net/otherpr...xperiment.html