Frustum Culling in OpenGL
I implemented frustum culling in a provided game engine by Dr. Stephen J. Guy (OpenGL). The project demonstrated the use of vector math to only render object within the view to save computation.
Without frustum culling

With frustum culling

Level of Detail
I also implemented the level of detail system, which will switch out to a simpler model when the player is far away from the object (typically within a fixed threshold)
Debug Camera

Source Code
The source code is available to download from here.