Individual Developer


C++, OpenGL

  • Implemented the Octree construction for frustrum culling so the unseen faces of objects won’t be sent for rasterizing.
  • It is done in a Parent to Child recursion manner, so when a big octant is seen (colliding with the frustrum), the recursion loops through the contained octants until reaching the leaves (which contain the faces to be rendered).
  • The number of visible leaves is written in the application’s window title.
  • Rendered the scene using the basic features of OpenGL.