Object level frustum culling based frame rate acceleration method

Frame rate is an important index to evaluate the performance of simulation systems. The higher it is, the more intuitive and realistic the simulation application will be. The terrain database rendering process in the simulation field takes a lot of time and hardware resources. Therefore, optimizing it leads to a significant speedup of the simulation system. The frustum culling method is very helpful in avoiding computations of things that are not visible. In this method, instead of sending all information to the graphics processing unit, visible and invisible elements will be sorted, and only visible elements will be rendered. This paper presents an effective frustum culling technique at object level. In the proposed method, the rendered region was frustum culled by objects, so the number of objects to be rendered in each frame was significantly reduced. The purpose of the study is to improve the rendering performance of terrain data in the Unity 3D framework. Experimental results have shown that the given method is very competitive.