TO-DO List
Rasterizing occluder mesh is really expensive.
If the number of visible objects is low at the time(Frustum culling already culled a lot of objects), it's better to skip occlusion culling.
Rasterizing occluder mesh is really expensive.
You can lower the cost of rasterizing with lod.
When i profiled, it shows threads are waiting for a lot of time until other threads finished their job.
This should be fixed up.
When test bounding box of occludee aginst a depth buffer, the cost of the test can be decreased by merging bounding box of occuldee
Currently, Binned rendering ( Dispatch(Bin) triangles to screen tiles based on triangle's screen space vertex data for following rasterizer stage. After that, Each thread rasterize triangles binned in the tiles ) is only supported.