Some of the old days tricks seems to be still useful after all. It's not the first time that someone thinks about doing occlusion culling with a software rasterizer on a very small buffer and simplified geometry, but it seemed that this reuse of an old technique was going to die with hardware occlusion queries (that are way useful even for other uses). But know what? The PS3 SPUs (and the inability to find an use for them ;D ) are making this technique (and other SPU based pixel processing) actual again. Wonder when we will see again a C-Buffer...
Also, read this fine post from Marco Salvi about why not every post effect maps nicely in the GPU. No data sharing between pixels means that a lot of tricks can not be performed by the GPU. Box filtering is a really nice example, it could be done in costant time for any number of samples per pixel, on the CPU.
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