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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

6.8 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-frustum-culling Frustum Culling 10_Wiki/Topics verified self
View Frustum Culling
VFC
Camera Culling
none A 0.9 applied
graphics
rendering
culling
optimization
gpu
2026-05-10 pending
language framework
cpp 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)

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)

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)

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

void cullBVH(const BVHNode& node, const Plane planes[6], std::vector<int>& 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)

// CullCS.hlsl
StructuredBuffer<ObjectData> objects : register(t0);
ConstantBuffer<FrustumCB>    frustum : register(b0);
RWStructuredBuffer<DrawArgs> 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

[BurstCompile]
struct FrustumCullJob : IJobParallelFor {
    [ReadOnly] public NativeArray<float4> planes;       // 6 planes
    [ReadOnly] public NativeArray<float4> bounds;       // xyz=center, w=radius
    [WriteOnly] public NativeArray<bool>  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

🤖 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