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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.]).