In this post I am going to show an easy and quite efficient way to perform the well-known view frustum culling for axis-aligned bounding boxes (AABB from now on).

# Category Archives: Programming

# Cubemaps

Cubemap textures are a mechanism provided by GPUs that allows us to develop several rendering techniques such as skyboxes, skylight illumination, dynamic reflection of the environment, etc. With them we can map the visible environment onto the 6 faces of a cube and later easily query this information from a shader program.

# Extracting frustum planes from modelview-projection matrix

In this post I’m going to explain how to extract the parameters of each frustum plane in the local space of the object with a certain modelview-projection matrix. Knowing the frustum planes may be useful in some cases. The first one that comes to my mind is to perform frustum culling, which I will explain soon in a separated post.

# Bézier curves

Bézier curves are widely used in computer graphics to generate animation paths, smooth interpolations between values, modeling of shapes and so on. Below, a general way to compute Bézier curves of arbitrary degree is shown in Casteljau’s algorithm, and after that, the explicit equations for solving Bézier curves of degree 1, 2 and 3 are given.

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