Figure 10.1 The relationship between culling and performance. faces, as well as the advantages and disadvantages. start with frustum culling. DirectX can perform this for us.
FIGURE 10.4 A scene that is partially hidden due to the occluders. are used for occlusion culling. Figure 10.5 Shows how frustums are used for occlusion culling. idea of the kind of returns each of the culling methods will give us.
Figure 10.3 The top and front of a view frustum defined by infinite planes.
FIGURE 10.2 A view frustum, based on the virtual camera’s field of view matrix. physical view frustum in 3D space. that is behind that wall.