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Real Time 3D > Frustum
The following information is about Frustum.
Frustum Defined
A term from traditional photography, it is the shape that the viewer's FOV creates when projected into the scene. This pyramidal shape defines the limits of what the viewer can see, so it is used to calculate clipping, collisions, fog, etc. Imagine your eyeball stuck to the top of a clear pyramid, looking straight down into it. The top-most point that is scratching against your eyeball is the near end of the frustum. You cannot see the side faces of the pyramid, because they are perpendicular to your eyeball, but you can see everything within the pyramid. In photography, this pyramid is infinitely tall, because in theory you can see to infinity. In RT3D, the frustum is not infinitely long. It has near and far clipping planes to help reduce polygon counts. The near clipping plane cuts off the very top of the pyramid, while the far clipping plane defines the base of the pyramid.
This definition is in context to Real Time 3D. See more contextual defintions for Frustum.
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Off-site Frustum Links, User Submitted
The following links have been collected through user bookmark submission in the Frustum category. Please note, because these resources are off-site we cannot guarantee the accuracy or quality of any information.
Mon Nov 17
Thu Nov 13
- Game Development - Frustum Culling
- View frustum culling
- OpenGL @ Lighthouse 3D - View Frustum Culling Tutorial
- Efficient View Frustum Culling
- GameDev.net -- Geometry Culling in 3D Engines
Mon Nov 10
Sat Nov 1
Tue Oct 14
If you would like to find additional social bookmark based links on the topic of we recommend the Open Tag Directory > Frustum. If you would like to find related tags we recommend Tag Patterns > Frustum
Off-site Frustum Research Links
If you still need additional information on Frustum then we suggest the following off-site resources. Please note, because these resources are off-site we cannot guarantee the accuracy or quality of any information.
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