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That is an excellent article, thank you! With the bounding rect there would be some amount of false negatives for culling as it doesn't fit tightly, but if that is a problem one can use a bounding polygon with more sides and test using already available MaskedOcclusionCulling::TestTriangles.
I'll leave this open in case anyone wants to write an implementation based on the Nvidia paper!
Bounding sphere visibility test.
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