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Frostbite does GPU culling. This presentation is a really good explaination of their approach. It relies heavily on the ballot instruction to do parallel prefix sum in a compute shader and multidraw indirect to procedurally issue draw calls based on compute shader results.

https://www.slideshare.net/mobile/gwihlidal/optimizing-the-g...

If you're interested in actual procedural generation and placement on the GPU Guerilla Games gave a great talk about doing this in Horizon Zero Dawn. https://www.guerrilla-games.com/read/gpu-based-procedural-pl....



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