Hello. I'm looking for a way to improve my frustum culling. There are two main problems: Culling objects and culling large patches of static "terrain".
My current object culler simply loops through all objects and checks if they're inside the frustum. I believe some kind of data structure would be good here, but it would need to be able to handle any number of objects without any restrains. All objects can move around, so the structure would need to be recreated or updated each frame.
I will also often have large patches of static terrain geometry. This geometry can also be anything from a cave to a gigantic tower, so it needs to be able to handle any kind of geometry. Basically an efficient triangle culler using a precomputed structure.
I've tried Googling but I can't find much interesting. I've had very bad experience with quad/octrees and dynamic data, and the only thing I can find for terrain was BSP trees and portal-based systems, both which are only efficient for indoor data. I just need to be pointed in the right direction...