# Different bounding volumes for culling and collision detection

Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling?

Basically class renderBounds and class physBounds versus class boundingVolume?

Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object.

(note: without considering of using an external physics engine)