Chapter 16
Visibility Determination
This chapter covers visible surface determination. It is divided into six sections:
Section 16.1 is on bounding volume tests. The main concepts are:
Testing against the view frustum
Testing for occlusion
Section 16.2 introduces space partitioning techniques.
Section 16.3 covers grid systems.
Get 3D Math Primer for Graphics and Game Development now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.