verve.gl — per-instance frustum culling
A 16×16 field of 256 hue-varied pillars drawn with GPU instancing. Each instance's world-space AABB is tested against the camera frustum every frame; instances fully outside the frustum are skipped before the GPU draw — no draw call overhead and no geometry processed for off-screen instances. The conservative whole-instance AABB test means no popping artefacts. The HUD below shows how many instances are culled as the camera orbits the field.
Drag to orbit · wheel to zoom. Edge instances leave/enter the frustum as the camera orbits — watch the culled count in the HUD change.
See also: GPU instancing.