Culling (Computer Graphics)
Culling describes the process of excluding various geometrical shapes from rendering based on their spatial relation to the camera's view frustum.
Different techniques apply, such as
- Back-face culling: Enables the GPU to discard triangles facing away from the camera.
- Frustum clipping: Clips geometry against the camera to compute the visible portion, thereby creating new and smaller geometric objects ([📖KSS17]).
- Occlusion culling: Portions of the world scenery that are within the camera's view frustum, but occluded by other objects, are excluded from the rendering process ([📖RTR, p. 840 ff.]).