# Object3D is in front (fov) or behind the camera

**URL:** <https://discourse.threejs.org/t/object3d-is-in-front-fov-or-behind-the-camera/5668>\
**Category:** Questions\
**Tags:** camera\
**Created:** [January 9, 2019, 9:25am UTC](https://discourse.threejs.org/t/object3d-is-in-front-fov-or-behind-the-camera/5668 "2019-01-09T09:25:33Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![blackInk](https://avatars.discourse-cdn.com/v4/letter/b/c2a13f/32.png) [@blackInk](https://discourse.threejs.org/u/blackInk)\
**Post date:** [January 9, 2019, 9:25am UTC](https://discourse.threejs.org/t/object3d-is-in-front-fov-or-behind-the-camera/5668/1 "2019-01-09T09:25:33Z")

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Hi,

can I check if an Object3D is in front and fov of the camera, or behind (out of fov) of the camera?

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**Author:** ![Mugen87](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/mugen87/32/5645_2.png) [@Mugen87](https://discourse.threejs.org/u/Mugen87)\
**Post date:** [January 9, 2019, 9:29am UTC](https://discourse.threejs.org/t/object3d-is-in-front-fov-or-behind-the-camera/5668/2 "2019-01-09T09:29:58Z")

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Sounds like you want to perform a view frustum intersection test with the object’s bounding volume. This test (also known as view frustum culling) is performed by `THREE.WebGLRenderer`. It’s best to study, how `THREE.Frustum` is used in the renderer. After setting up the frustum, you can use [Frustum.intersectsObject()](https://threejs.org/docs/index.html#api/en/math/Frustum.intersectsObject) in order to perform the intersection test.
