Maya camera frustrum culling code using maya's C++ API. Source code included, pretty nifty.

"The algorithm uses matrix multiplication on each object's bounding box
to transform its endpoints into the local space of the camera and
determine if any portion of the bounding box lies inside the camera
frustum (which is bounded on either end by the near and far clip
planes)."
Quoted from below mentioned website.
Dane K Barney link