Culling triangles seems to be going away though, especially with the rise of ray tracing. The expectation is that even aspects of the scene we can’t see influence lighting. How are they managing that?
IANAGD, most graphically intense games are using a hybrid approach where RT will inform lighting/shadows and reflections but still rely on traditional rasterization heavily. That gives you a good bit of room to fudge the raytracing since the rasterization gives you a baseline.
That said, it seems like the culling advice for RT is "expanded camera frustrum" culling, distance culling dependent on size, and choosing the right geometry LOD. Beyond that they want you to aggressively mark geometry as opaque and carefully arrange objects into groups (BLASes) according to a couple rules so the GPU can skip as much work as possible.
What makes you think culling triangles is going away? Ray tracing is usually done with a highly approximated volume or planar representation of the scene, which is then applied to surface triangles.
Rendering objects that 'we can't see' has been done for as long as shadow caster light sources have been around. Even though we cannot see the mesh directly, the light can, and the viewer can see the shadow. These indirections all play their role in the greater "rendering equation", and the specific solution depends on the constraints of the application and resources of the development team.
Some renderers have abandoned triangles altogether for signed distance fields, but this involves re-creating from scratch the entire art pipeline.
Sorry, I just assumed that you’d need to construct the geometry in order to produce an accurate scene (with any complex lighting, be it shadows or ray tracing). I’ll be reading up more on the techniques you’ve mentioned. Im not a graphics developer so my suppositions are entirely naive.
That said, it seems like the culling advice for RT is "expanded camera frustrum" culling, distance culling dependent on size, and choosing the right geometry LOD. Beyond that they want you to aggressively mark geometry as opaque and carefully arrange objects into groups (BLASes) according to a couple rules so the GPU can skip as much work as possible.
https://developer.nvidia.com/blog/best-practices-using-nvidi...