Frustum culling
From DmWiki
Frustum culling is the process of removing from the rendering pipeline (culling) objects that are not within the viewing frustum. Often, these objects can be detected with a minimum of computation, which means they do not have to be sent to the graphics card and therefore much vertex throughput can be saved.
For more information, see:
- "Frustum Culling" by Dion Picco (http://www.flipcode.com/articles/article_frustumculling.shtml)
- "Faster 3D Game Graphics by Not Drawing What Is Not Seen." by Kenneth E. Hoff (http://www.cs.unc.edu/~walk/papers/hoff/game/vfc.html)
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