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Frustum Culling with 6-Plane Intersection Equations in 3D Space

MatrixRecon
3D Math & Vectors
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2y ago · May 23, 2024 12:02 PM
#1
Extracting the 6 view frustum planes (Left, Right, Bottom, Top, Near, Far) from the View-Projection matrix.
MatrixRecon · 3D Mathematics & View Matrix Calculations
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DirectXRay
DirectX 12 / Vulkan Dev
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2y ago · May 23, 2024 1:41 PM
#2
Testing Axis-Aligned Bounding Boxes (AABB) against plane normals using positive/negative vertex optimization in O(1).
DirectXRay · DirectX 12 & Vulkan Command Lists
ApexPredator_
Source Engine Modder
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2y ago · May 24, 2024 3:41 PM
#3
Culling 70% of off-screen meshes before submitting draw calls doubled our GPU framerate in open-world scenes!
ApexPredator_ · Source Engine Specialist