I want to check a view frustum against the axis aligned bounding boxes of some objects, to check roughly whether those objects are in the field of view or not. Speed is not a big deal.
Share
Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.
Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.
Lost your password? Please enter your email address. You will receive a link and will create a new password via email.
Please briefly explain why you feel this question should be reported.
Please briefly explain why you feel this answer should be reported.
Please briefly explain why you feel this user should be reported.
I figured out that building a world-space model of the view frustum and checking for bbox collisions with it was the wrong way to go about this.
A much simpler method is to go the opposite way and convert each vertex of a given bbox to screen-space, and if any vertex of the bbox is within the screen bounds then count that bbox as visible. I get the screen-space position by multiplying against the camera matrix and then accounting for perspective based on the field of view of the camera.
Here’s the code:
key: