Presented at Proper Baby: Work In an Out of Progress at The Southern Theater
“Frustum culling is the process of discarding objects not visible on the screen. As we don't see them – we don't need to spend [computer] resources to prepare [the screen] for rendering…” - https://www.gamedev.net/resources/_/technical/general-programming/frustum-culling-r4613
Frustum Culling is a digital animation that repeatedly crashes the viewer through an abstract 3D assemblage. Considering the materiality of digitally-rendered objects, Frustum Culling applies a poetics to the rendering processes and hardware labor required to generate a 3D image.
Emily Gastineau on Frustum Culling:
"The aesthetic is distinctly 90s, recalling an era of digital graphics that seems antiquated now. I wonder if that aesthetic serves as a kind of digital medium specificity—since it’s not slick, it makes you remember the building blocks of the medium, the various hands and algorithms that built the image."