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3D Math Primer for Graphics and Game Development by Ian Parberry, Fletcher Dunn

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Chapter 16

Visibility Determination

This chapter covers visible surface determination. It is divided into six sections:

image  Section 16.1 is on bounding volume tests. The main concepts are:

image  Testing against the view frustum

image  Testing for occlusion

image  Section 16.2 introduces space partitioning techniques.

  Section 16.3 covers grid systems.

  Section 16.4 ...

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