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"Occlusion culling is a technique that came out of the video gaming industry where you render what is actually visible at a given time."

I don't have any proof handy, but I imagine this was leveraged in areas outside of gaming.

Spreadsheets seem likely to have used this, for example.



What they're doing isn't even occlusion culling. It's frustum culling.

https://docs.unity3d.com/Manual/OcclusionCulling.html

edit: I wouldn't even call it frustum calling since I don't think frustum culling makes much sense in a retained mode API (the frustum culling happens when rendering the retained mode representation through the underlying immediate mode API). 'Level of detail' maybe.


For one of our client, Adya[1], our team at Alaris Prime[2] implemented the very same idea for the web. It is a file manager that displays a huge list of folders/files from multiple clouds (file storage) providers. We needed a fast-loading, smooth UX and way to do it was to move things around as little as possible - only the visible viewport of the user's browser.

We should be writing a case study on it but never got around to doing it.

1. https://www.adya.io

2. https://alarisprime.com


Yes, lots of things also use "virtual scrolling"


iOS (And probably Android nowadays as well) list views is another example where it's been used for a long time.




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