GLSL Hacker 0.5.0 (Windows / Mac OS X / Linux)
This article details an algorithm and associated sample code for software occlusion culling. The technique divides scene objects into occluders and occludees, and culls occludees based on a depth comparison with the occluders, software rasterized to the depth buffer. The sample code is optimized with SSE* and multi-threading, and uses frustum culling to achieve an 8X performance speedup compared to a non-culled display of the sample scene.