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occlusion culling

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Occlusion culling has been a topic that has intrested me for a while now, but I haven't really ever had the chance to study much on it. I read that there are a couple of new game engine's comming out such as the Reality engine, which using occlusion culling only. What im curious about is: how does that work!!?? I know that they probably are not at liberty to give away details about the engine but im really curious to know what methods they used... I read that HalfLife 2 uses "occlusion entities" and since the maps are still bsp based, I figured that these oc entites were large objects that could potentially occlude a large portion of the scene. Engines such as the Reality engine, do they use any other tree structure such as octrees or anything, or is it all LOD and OC based? Can anyone enlighten me here? thanks. ~Jay

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