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- A [view frustum](https://en.wikipedia.org/wiki/Viewing_frustum) is defined as four-plus-two [planes](https://en.wikipedia.org/wiki/Euclidean_planes_in_three-dimensional_space) attached to a camera.
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- An inwards facing plane for each edge of the window/viewport.
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- Simply referred to as `top`, `right`, `bottom` and `left`.
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- Built from the cameras position and field-of-view.
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- A plane facing into the screen called the `near`-plane, at some close distance `depth_near`/`zNear`.
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- A plane facing the camera called the `far`-plane, at some far distance `depth_far`/`zFar`.
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- Pieces of geometry (like meshes and chunks) have *bounding volumes*.
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- Generally an *axis-aligned bounding box*, defined as a pair of `min` & `max` 3d vectors, is used.
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- A [chunk](/wiki/chunking) of voxels has an *implicit* bounding-box that fully encases it.
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- A chunk *may* have an explicit bounding-box encasing *only* the visible voxels.
-[View-Frustum Culling Using Axis-Aligned Bounding-Boxes](https://medium.com/@ktstephano/view-frustum-culling-using-axis-aligned-bounding-boxes-23368881ce0f)
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