--- id: wiki-2026-0508-frustum-culling title: Frustum Culling category: 10_Wiki/Topics status: verified canonical_id: self aliases: [View Frustum Culling, VFC, Camera Culling] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [graphics, rendering, culling, optimization, gpu] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: cpp framework: opengl-vulkan-unity --- # Frustum Culling ## 매 한 줄 > **"매 carmera 의 view volume (frustum) 밖 object 의 매 draw skip"**. 매 가장 기본적이고 가장 효과적인 매 visibility culling — 매 30-90% draw call 감소가 일반적. 매 modern engine (Unreal 5 Nanite, Unity HDRP, bevy) 은 매 GPU-driven culling 으로 매 millions of objects 를 매 compute shader 안에서 매 frame 마다 cull. ## 매 핵심 ### 매 frustum 표현 - **6 planes**: near, far, left, right, top, bottom. - 매 plane equation: `ax + by + cz + d = 0` with `(a,b,c)` = inward normal. - 매 view-projection matrix 의 매 row combo 로 6 planes extract (Gribb-Hartmann). ### 매 bounding volume choice - **AABB (axis-aligned)**: 매 cheapest, 매 conservative — 매 large rotated objects 매 over-conservative. - **OBB (oriented)**: 매 tighter, 매 더 expensive. - **Sphere**: 매 cheapest test (single dot product), 매 loosest. - **Plane mask (frustum culling with masks)**: 매 children inherit parent 의 "fully inside" plane. ### 매 알고리즘 흐름 1. View-projection matrix → 6 frustum planes. 2. 매 object 의 BV 와 매 6 planes test. 3. **Outside** any plane → cull. 4. **Inside** all → render. 5. **Intersect** → render (or recurse children if hierarchy). ### 매 modern (GPU-driven) - **Compute shader** 가 매 draw arguments buffer 를 build (`DrawIndirect`). - 매 millions of objects 도 매 sub-millisecond. - 매 hierarchical Z-buffer occlusion + frustum 결합 (Nanite). ## 💻 패턴 ### Extract frustum planes from VP matrix (Gribb-Hartmann) ```cpp struct Plane { glm::vec3 n; float d; }; void extractPlanes(const glm::mat4& vp, Plane out[6]) { auto m = glm::transpose(vp); // row-major helper out[0] = { glm::vec3(m[3]+m[0]), m[3].w + m[0].w }; // left out[1] = { glm::vec3(m[3]-m[0]), m[3].w - m[0].w }; // right out[2] = { glm::vec3(m[3]+m[1]), m[3].w + m[1].w }; // bottom out[3] = { glm::vec3(m[3]-m[1]), m[3].w - m[1].w }; // top out[4] = { glm::vec3(m[3]+m[2]), m[3].w + m[2].w }; // near out[5] = { glm::vec3(m[3]-m[2]), m[3].w - m[2].w }; // far for (int i = 0; i < 6; i++) { float len = glm::length(out[i].n); out[i].n /= len; out[i].d /= len; } } ``` ### Sphere vs frustum (cheapest) ```cpp bool sphereInFrustum(const Plane planes[6], const glm::vec3& c, float r) { for (int i = 0; i < 6; i++) if (glm::dot(planes[i].n, c) + planes[i].d < -r) return false; return true; } ``` ### AABB vs frustum (positive vertex / p-vertex test) ```cpp bool aabbInFrustum(const Plane planes[6], const glm::vec3& mn, const glm::vec3& mx) { for (int i = 0; i < 6; i++) { glm::vec3 p = { planes[i].n.x >= 0 ? mx.x : mn.x, planes[i].n.y >= 0 ? mx.y : mn.y, planes[i].n.z >= 0 ? mx.z : mn.z }; if (glm::dot(planes[i].n, p) + planes[i].d < 0) return false; } return true; } ``` ### BVH-based hierarchical culling ```cpp void cullBVH(const BVHNode& node, const Plane planes[6], std::vector& visible) { auto r = aabbVsFrustumIntersect(planes, node.aabb); if (r == OUTSIDE) return; if (r == INSIDE) { addAll(node, visible); return; } if (node.isLeaf) { for (int idx : node.objects) if (aabbInFrustum(planes, objs[idx].mn, objs[idx].mx)) visible.push_back(idx); return; } cullBVH(*node.left, planes, visible); cullBVH(*node.right, planes, visible); } ``` ### GPU compute culling (HLSL) ```hlsl // CullCS.hlsl StructuredBuffer objects : register(t0); ConstantBuffer frustum : register(b0); RWStructuredBuffer drawArgs : register(u0); RWByteAddressBuffer counter : register(u1); [numthreads(64, 1, 1)] void main(uint3 id : SV_DispatchThreadID) { if (id.x >= objects.Length) return; ObjectData o = objects[id.x]; bool visible = true; [unroll] for (int i = 0; i < 6; i++) { float4 p = frustum.planes[i]; if (dot(p.xyz, o.center) + p.w < -o.radius) { visible = false; break; } } if (visible) { uint slot; counter.InterlockedAdd(0, 1, slot); drawArgs[slot].vertexCount = o.indexCount; drawArgs[slot].instanceCount = 1; drawArgs[slot].firstIndex = o.firstIndex; drawArgs[slot].baseInstance = id.x; } } ``` ### Unity (Burst) culling job ```csharp [BurstCompile] struct FrustumCullJob : IJobParallelFor { [ReadOnly] public NativeArray planes; // 6 planes [ReadOnly] public NativeArray bounds; // xyz=center, w=radius [WriteOnly] public NativeArray visible; public void Execute(int i) { float4 b = bounds[i]; for (int p = 0; p < 6; p++) { float4 pl = planes[p]; if (math.dot(pl.xyz, b.xyz) + pl.w < -b.w) { visible[i] = false; return; } } visible[i] = true; } } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | <1k objects, CPU | per-object sphere/AABB test | | 1k-100k, hierarchical | BVH / Octree + frustum | | 100k+ static, GPU | compute shader + DrawIndirect | | Massive (Nanite-class) | GPU-driven + HZB occlusion | | Animated skeletal | use skinned bounds (loose) | **기본값**: 매 modern engine — GPU compute culling + BVH for spatial queries. ## 🔗 Graph - 부모: [[Real-Time Rendering]] - 응용: [[GPU-Driven Rendering]] · [[Nanite]] - Adjacent: [[BVH]] · [[Octree]] ## 🤖 LLM 활용 **언제**: plane extraction code 검토, false-cull bug 디버깅 (e.g., flipped normal), GPU shader skeleton. **언제 X**: 매 actual rendering decision 의 runtime correctness — unit test + visual verification. ## ❌ 안티패턴 - **No bounding volume cache**: 매 frame 마다 매 mesh 의 bound 재계산 — pre-compute. - **Sphere only for everything**: 매 long thin object 매 over-conservative. - **Plane normalization 누락**: 매 distance comparison 부정확. - **Cull camera == render camera 가정**: 매 shadow camera, planar reflection 시 매 잘못. - **Animated bound 무시**: 매 skinned mesh 의 bound 가 매 outdated → pop in/out. ## 🧪 검증 / 중복 - Verified (Real-Time Rendering 4th ed, Gribb-Hartmann 2001, Unreal Nanite docs 2026). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — frustum extraction + BV tests + GPU-driven |