![[../../00 Asset Bank/Pasted image 20250910171917.png]] View-Frustum Culling (or [[View-Frustum Culling|Clipping]]) is the process of removing objects to render that are outside the [[View Frustum]]. View-Frustum culling is a *per-object* operation, and is normally operated in [[Normalised Device Coordinates|NDC]] by removing the object if none of its [[Vertex|vertices]] are in the range $[-1,1]$. Typically, [[Bounding Box|Bounding Volumes]] are used to be more efficient, as its easier to check one bounding box then for *every* [[Vertex]] in an object. ### [[Pair Test|Pair Tests]] #### [[Sphere]] Given a sphere $[\vec c_{s},r]$, frustum: $[P;6]$ A. If sphere is 'behind' any plane (sphere/plane, point/plane), then we know the sphere is outside the frustum. B. If sphere is 'infront' of all planes, we know sphere is [[Pair Test|inclusive]]. If both A and B failed, this mean they overlap. There is an edge case whre the sphere is behind the planes but big enough to overlap with more than two. #### [[Axis Aligned Bounding Box|AABB]] - Works almost same (AaBB/Plane, point/plane) - Use center of Aabb