I am new to culling. On a first glance, it seems that most occlusion culling algorithms are object-level, not examining single meshes, which would be practical for game rendering.
What I am looking for is an algorithm that culls all meshes within a single object that are occluded for a given viewpoint, with high accuracy. It needs to be at least O(n log n), a naive mesh-by-mesh comparison (O(n^2)) is too slow.
I notice that the Blender GUI identifies the occluded meshes for you in real-time, even if you work with large objects of 10,000+ meshes. What algorithm is used there, pray tell?