I'm having trouble with visualizing this so I'm not sure if I'm completely off base any help would be greatly appreciated.
The idea is to do this in a compute shader using shared memory.
So lets say I create rectangular occlusion geometry for walls. Now I create a 5 plane frustums (no far plane) with the eye point as the apex for some of the visible occlusion geometry. Then I test bounding boxes of potential occludees against these frustums but instead of the basic frustum test I test for any section being in front of the near plane, completely out the frustum, partially in the frustum and completely in the frustum. If its completely in the frustum it doesn't get drawn. There is some more possibilities after that but thats just details. Logically am I right??? Will this work or am I picturing things wrong? Will the frustums generate proper occlusion? I know a zbuffer is easier more accurate and there are no corner cases with it but I am curious about this. So am I completely off base or is this feasible?