# Frustum/AABB Intersection

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Hello to all, I am implementing an octree based frustum culling routine, and figured out that the bottle neck of the whole algorithm is the frustum/AABB intersection routine. I am currently used a raw polygon-intersection approach, that is, I consider my frustum and AABBs as polygonal objects and then calculate the intersections with a general intersection routine for convex polyhedrons made of triangles. I am pretty sure that there are much more effective algorithms out there especially exploiting the AABB nature of my the octrees. So what I am looking for is: Is there a clean fast method to intersect a frustum with a bunch of AABBs? Regards, Michele

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Yes, in fact there are routines for testing AABBs against view frustums. A great resource that really helped me is at http://www.lighthouse3d.com/opengl/viewfrustum/ (particularly, the "Testing Boxes II" section). Hope this helps.

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Yes, in fact there are routines for testing AABBs against view frustums. A great resource that really helped me is at http://www.lighthouse3d.com/opengl/viewfrustum/ (particularly, the "Testing Boxes II" section). Hope this helps.

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Thanks very much strtok for your link, looks very promising :)
Meanwhile I also found some interesting papers at http://www.ce.chalmers.se/~uffe/publications.htm:

"Optimized View Frustum Algorithms for Bounding Boxes"
http://www.ce.chalmers.se/~uffe/vfc_bbox.pdf
and

"Optimized View Frustum Culling Algorithms"
http://www.ce.chalmers.se/~uffe/vfc.pdf

Thanks again,
Mic

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