Frustum culling is a simple technique that can provide a real boost to an OpenGL API-based application. It tell graphics hardware to render only what is potentially visible, saving on the processing of all those vertices that are not visible anyway. The tutorial shows how to extract the view frustum information and how to cull spheres and boxes. It also describes some optimizations and has a section on references for both online and printed material.
Jan 18, 2006 | Category: Developers •