I started with a very simple graphics engine a few weeks ago and I have finished a simple scene-graph and I am now at a point where I need to create a bounding volume hierarchy.
I never really thought about it that much and now I am stuck. Basically my current goal is to achieve view frustum culling and I know how to do this but I have no idea of how to generate a bounding volume hierarchy.
The problem that I have is that I don't know how to create bounding boxes spatially.
My scene-graph allows me to group objects together and at the moment I am doing this
And now I just check if the object_group is inside my view frustum, but this is only a naive solution.
Which algorithm/data structure would you recommend for an outdoor scene?