# Tagged Questions

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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### 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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### Arbitrary projection matrix from 6 arbitrary frustum planes

A projection matrix represent a tranformation from the camera view space to the rendering system clip space. In other words, it defines the transormation between a 6-sided frustum to the clip cube. ...
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### Determine corners of a specific plane in the frustum

I'm working on a game with a 2D view in a 3D world. It's a kind of shoot'em up. I've a spaceship at the center of the screen and i want that ennemies appear at the borders of my window. Now i don't ...
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### Suggest a simple Java math library for matrix operations for use with OpenGL (lwjgl) [closed]

I'm writing an OpenGL app with Java. I need to do some math for camera and frustum culling (for AABB). Could you suggest a simple and fast Java math library for that?
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### Extract smaller frustum from camera frustum?

Background: I was thinking of implementing multiselection by performing a frustum culling on a sub-part of the screen. Problem: Given total screensize, a rectangle on the screen (pos, size), and ...
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### How do I create a bounding frustum from a view & projection matrix?

Given a left-handed Projection matrix, a left-handed View matrix, a ViewProj matrix of View * Projection - How do I create a bounding Frustum comprised of near, far, left, right and top, bottom planes?...
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### Frustum culling with an octree: one AABB per bone or one AABB per object?

I've constructed an octree for use in frustum culling. The question is, should I insert an AABB for each bone of each object, or just the one AABB for the object?
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### Is Frustum culling still needed today?

I'm reading about efficient Frustum culling algorithms. I found an article about a smart method that first use the Frustum AABB (Axis Aligned Bounding Box) to eliminate most of the scene before check ...
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### Linear search vs Octree (Frustum cull)

I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ...
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### How to set “near” value properly?

Usually, the camera's near value is set to sth like 0.1f. However, this (assuming 1.0f = 1 metre) makes everything that's closer than 10 cm from the camera invisible. On the other hand, when working ...
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### problem with frustum AABB culling in DirectX

I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be ...
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### Frustum Culling: How to calculate if an angle is between another two angles

I am trying to implement frustum culling but got stuck on how to determine if the angle that the object is from the player is in the FOV of the player. So basically I have the following information: ...
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### Extracting Frustum Planes (Hartmann & Gribbs method)

I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which ...
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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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### Frustum culling code architecture

I'm adding frustum culling into my game engine, but I have some design issues regarding the frustum and the cameras. Should the frustum be a member of the camera, or vice versa ? Should a camera be ...
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### Rendering a mesh in image viewport

I have a mesh made of nearly half to a one million vertices. I also have some 6-DoF camera poses around this mesh. At these poses I'd like to find out which of the 3D points of this mesh get projected ...
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### XNA Drawing Glitches (maybe Viewfrustum related?)

I'm drawing a simple Voxel world. When I naively render all the vertices, things look fine. But when I change my code to include a ViewFrustum check, I start getting strange visual glitches like ...
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### View Frustum Alternative

I am working on a simulation project that requires me to have entities walking around in a 3D world. I have all that working, matrix transformations, etc. I'm at the point where I need what is ...
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### Camera frustum calculation coming out wrong

I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up ...
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### Custom 3D Renderer: Frustum clipping

I have recently been toying with the idea of creating a 3D-renderer from scratch and, after looking into it, doesn't seem like such a behemoth of a task as it sounds. Last night, I was tossing and ...
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### Compute directional light frustum from view furstum points and light direction

I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a ...
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### Unity Frustum Culling Issue

I'm creating a game that utilizes off center projection. I've got my game set up in a CAVE being rendered in a cluster, over 8 PC's with 4 of these PC's being used for each eye (this creates a ...
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### What dimensions should you use for a perspective projection frustum?

What dimensions should you use for a perspective projection frustum? Initially I created a perspective matrix based on the width and height of the screen, with a calculated zNear value based on a ...
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### How do I determine if a triangle is visible in my view frustum?

I need a fast way to determine if a triangle is visible from a perspective projection view frustum. I am not looking to use an approximation with AABBs or bounding spheres, but need to accurately ...
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### Finding cubes in frustum

Working with an infinite set of cubes, is there a way of detecting which cubes exist within a frustum? Most frustum culling seems to work along the lines of running through all objects and seeing if ...
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### Frustum Culling/Only rendering what's viewed by the Camera in HTML5 Canvas?

I coded up a simple 2D Camera for my HTML5 Canvas-Based Game Engine but I noticed the performance wasn't very good. So a lot of people suggested only rendering things that are shown by the camera but ...
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### Frustum culling takes ages c++

I have two ways of doing frustum culling taken from different web sources. First one takes 200ms to check 10k AABBs, second around 50ms for the same box count. I read some forum answers, people say 0....
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### Clip shadow frustum to scene bounds

I have a global light in my scene. It casts shadows using shadow mapping and has an associated camera (for rendering to the shadow map). I'm going to refer to it as my "shadow camera" from now on. I ...
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### How Extract Frustum Planes from Clip Coordinates?

I'm having some problems with my Frustum Culling and I want to debug it, so I'm trying to render it's planes, to see exatly the Frustum. But I'm using the Clip Coordinates to do the culling (like ...
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### How to manage frustum culling

I have a spherical clipmap based planet terrain. The entire planet is made from a ring geometry of 1 unit which the vertex shader moves to cover the entire planet of 6 million unit radius. But the ...
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### Optimize maximum performance “Frustum.contain ()” on XNA?

I wonder if it is possible to optimize the performance of "BoundingFrustum" requesting return of the visible elements that are found only on the part of the ground before the player .. Checker and not ...
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### A controlled trapezoid transformation with perspective projecton

I'm trying to implement a controlled trapezoid transformation in Adobe Flash's ActionScript using the built-in perspective projection facility. To give you an idea of how the effect looks like: http:/...
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### Creating a frustum for culling in world-space glm matrices

I need to do frustum culling where the bounding boxes are in world-space to determine which entities get to be updated/drawn. I was trying to use the classic projection/view matrix plane extraction ...
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### WebGL rendering performance and frustum culling

When I render five boxes in WebGL with one texture for all of them, the app runs at 60 FPS, nice. But when I render 70 boxes the performance decreases to ~40fps... but only 5 of the boxes are visible. ...
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### Drawn frustum does not match with glm::perspective

I am working on a personal project and I got a 3d viewport with moving camera working nicely. Now I am working on being able to freeze the time and switch to a debug camera and move in the game freely....
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### Control frustum near and far clip plane sizes in a Projection Matrix

I'm trying to achieve a dolly zoom effect. My first try was the obvious one, the original "zoom in & dolly out" technique, which works nicely. Except that there are cases which this is not ...
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### Directional light view frustum stabilisation

Calculating directional light view frustum based on scene objects(bounding frustum) results in noticeable scene jittering on camera movement in CSM and non-CSM rendering code paths. What are the ...
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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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### OpenGL: How to map point inside frustrum to normal device coordinates (NDC)?

I read this article http://www.songho.ca/opengl/gl_projectionmatrix.html. It's explain how calculate projection matrix coefficients. But I completely can't understand how author perform mapping from ...
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### Incorrect frustum culling with center/half-size AABB

I'm trying to implement an axis-aligned bounding box with center/half-size instead of min/max. And I have some problems when it comes to create a method to detect if the aabb is visible or not. I try ...
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### Tile frustum build issue in tile-based deferred shading

I'm just learning the tile-based deferred shading, and found the great article by Andrew Lauritzen. And I also checked the source code, it's really helpful. But i still have some confusion about the ...
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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 ...
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### My frustum culling is culling from the wrong point

I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { ...
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### Which three points to use to calculate a frustum plane?

So I have a view frustum I'm going to be using for frustum culling. I have a method that finds the cross-product of three points but since each side of the frustum has four corners I don't know which ...
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### How do I construct the planes for my camera's frustum?

I'm trying to get a handle on frustum culling, but I'm not quite there yet. I have a camera in three-dimensional space Camera position (cx, cy, cz) rotation (tx, ty, tz) fieldofview ...
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### Which parts to draw in an infinite world?

I have an infinite world (from Perlin Noise). The world is generated in sectors that are that are big cubes (each with a random colour, in the image above; my sectors are 10x10x10). I'm currently ...
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### Yet another frustum culling question

This one is kinda specific. If I'm to implement frustum culling in my game, that means each one of my cubes would need a bounding sphere. My first question is can I make the sphere so close to the ...