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grill8

Questions about Frustum culling techniques.

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Hello, I have some questions about Frustum culling techniques and optimizations for use in a dynamic 3D real time environment. I have researched on the web about this but the best article I could find was from 1999. The article is located at: http://www.ce.chalmers.se/~uffe/vfc.pdf The article essentially outlines and recommends using: 1) Plane coherency 2) The octant test 3) TR (Translation/Rotation) coherency The article recommends NOT using masking techniques. I read other articles as well that DO recommend using masking however and others that do NOT recommend TR coherency. My quesions are: 1) Are there better more modern techniques out there, i.e, are these techniques outdated? 2) Which of these techniques would you recommend in a FPS engine? I ask this because most of the articles I read on them were statistically contradictory. Thank you for your help. Jeremy

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Well, there's no ultimate frustum culling technique.

You could use some spatial culling structure like an octree to reduce the test to objects that are close to the camera/frustum and thus might intersect the frustum. Or you could use protals to cull objects that are in rooms you can't look into. It depends on whether you have indoor / outdoor levels, level layout (portals might work in outdoor levels as well), camera movement (first person, top-down, ...) etc.

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