Frustum culling is a crucial optimization technique used in computer graphics to reduce the number of triangles needed to represent a 3D scene. It identifies objects that are not visible from the camera's perspective, efficiently saving memory and processing power.
Rendering large 3D scenes becomes computationally expensive. Frustum culling helps significantly by only rendering what's visible to the camera. This leads to faster rendering times and reduced memory usage.
The frustum contains the visible portion of the scene. We identify objects that fall *outside* the frustum.