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Parallel Occlusion Queries

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I used an octree to organize a scene comprising many objects. When the scene is rendered, the visibility of each node is recursively determined using the occlusion queries of the nVidia. If a node is regarded as hidden, the traversal of its descendants terminates. If a visible leaf is found, its content is rendered. The occlusion queries for octants are performed one-by-one during the traversal. If parallel occlusion queries for objects are performed while a visible leaf is found, there will be less objects regarded as visible. However, the time of octant OQ will increase. Would anyone like to tell me why this happened? Thanks in advance.

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