Oxel is a tool for generating conservative low polygon occluder proxies for 3D geometry that are cheap to render and can be used for occlusion culling in games.


The license on the software is MIT, so feel free to use it for whatever.  If you find it useful or make some improvements and can share them I’d love to hear from you.  Also, credit is appreciated if it is ever used on a project :)

The research for Oxel started soon after I began writing about Hierarchical Z-Buffer Occlusion Culling,

Hierarchical Z-Buffer Occlusion Culling

Hierarchical Z-Buffer Occlusion Culling – Shadows

After doing those articles I began working on a project that would generate occluders for geometry, which lead to this article.

Hierarchical Z-Buffer Occlusion Culling – Generating Occlusion Volumes

But the initial method of voxelization was flawed it wouldn’t work on real game art, so after some additional R&D I wrote this post on another more robust method of voxelization.

Robust Inside and Outside Solid Voxelization

Which finally lead to this post,

Oxel: A Tool for Occluder Generation

And that’s the history of Oxel.  I’m not done yet, but I decided to go ahead and share with the world where the project is in its development so that others might contribute or find value in it.