- the article presents what Hierarchical depth buffers are, what they are used for and how to generate them
- two different techniques for calculating these buffers are presented
- one pixel shader based method and a compute shader variation
- the compute shader variation is designed to only generate a single MIP level, not a full MIP chain
- presents a performance comparison between the two techniques

- the Unity tutorial explains how to implement a cone of sight that is occluded by objects
- intersection with the primary scene depth buffer allows constraining …