Occlusion culling based on coverage buffer.

- Downscale depth target.
- Readback to CPU, Readback latency will be serveral frames( It will be depends on graphics command queue counts. ).
- Reprojection with current frame camera matrix(Bottom-left depth image above the image).
- Loop each object
- CPU Rasterization of AABB or OBB.
- Visibility Z test(Transparent red color quad is culled object OOB above the image).
Pros: If framerate is not fast enough then it will get depth that did not project correctlly.
This technique came from crytek.