A little off the norm, but this is going to take a look at the mechanics of frustum culling and a practical application in Maya. For anyone unfamiliar with the concept, frustum culling is the process of determining what objects are within the render view, usually prior to rendering to reduce the amount of computation required, but it has a lot of practical uses. We’ll take a look at the theory and why it works, and then follow it up with putting it in practice in Maya.