Reducing Unnecessary Rendering Through Culling

Generally speaking, culling is a process through which a subset of a larger whole is selected and set aside for some purpose. This general definition applies to 3D graphics as well because many rendering algorithms attempt to extract only those polygons that are visible in a particular view. As an organism living in a 3D world, you are culling all the time. It is often helpful to consider what your brain and body do in real space to reduce the inordinate complexities of the world when considering what the computer can do as well. However, you must consider that the computer uses loops to accomplish what nature does by design.

View Frustum Culling

Because humans have eyes in the front of their heads, ...

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