I need additional theory on view frustum culling to better understand how to implement it. I understand that ray casting is involved in order to figure out what objects are in front, thus figuring out which objects not to render.
I am concerned about CPU usage. From what I understand, I should be casting out rays by my camera's width * height, and maybe increase the amount of rays depending how far the camera sees. Additionally, I would have to multiply that by the amount of object in the scene to verify which is closest to the ray.
Is my understanding of this concept accurate? How exactly could I do this more efficiently?
edit:
The goal is to achieve some type of voxel engine where the world can be sub-divided-up using an oct-tree. It could consist of hundreds of thousands of cubes.