   Introducing myself to culling
  Hey,My scene graph recently achieved a workable state so its about time I got to work on culling. My only experience with culling is frustum culling - I currently have a frustum class in my game that can check for a bounding cuboid, sphere and a point in a frustum - which is a start.I'm pretty sure that doing frustum tests on -each- object is not a good thing :P So, what shall I go to next? I aim to write a 3d rpg game, concentrating on outdoor elements first - maybe there will be dungeons later.Some people over at #graphicsdev suggested I looked into quadtree's first - I can do static quadtrees fine, but I really want to be doing more dynamic stuff - like culling with a physics engine where the meshes are moving.What would you suggest? Papers, data structures etc all welcome - easy first though please :)   