In computer graphics - the part of the 3D scene that is visible on the screen, also called the viewing frustum. The shape of the viewing frustum is a pyramid defined by the viewing angle, and that is "clipped" between the near and the far clipping planes.

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Deferred tiled shading, tile frusta calculation in OpenGL

I'm trying to do deferred tiled shading in OpenGL using the compute shader but I have hit a snag when trying to create the frustum for each tile. I'm using AMD's Forward+ demo (written in D3D) as a ...
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Calculating camera frustum planes using existing matrix

I'm trying to get basic frustum culling against an AABB working, and I'm having a bit of trouble figuring out how to extract the frustum planes from my camera's transform matrix. All the example code ...
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What library for octrees or kd-trees? [closed]

Are there any robust performant libraries for indexing objects? Objects would have bounds themselves, rather than being represented by points; and an object could therefore be in more than one ...
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Stop rendering hidden objects libgdx

I currently am hiding objects that are not in the frustums view. However, some objects are still being rendered that are in the frustums view, but are hidden. My goal is to not render objects that won'...
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What are “view frustum”, “focal length” and near plane distance?

I've been reading through "Mathematics for 3D game programming and Computer Graphics" lately. Specifically definition of the view frustum and how the APIs generally process it, author introduces the ...