The document discusses the implementation of an occlusion culling system in the video game Killzone 3, highlighting the use of software rasterization for improving performance in large environments. Key topics include the technical details of the culling mechanism, how to select effective occluders, and the challenges in automating the occluder creation process. The findings reveal that while software rasterization offers efficiency, achieving optimal occluders requires significant artist input and careful planning during content creation.