In computer graphics, back-face culling determines whether a polygon is drawn. It is a step in the graphical pipeline that tests whether the points in...
6 KB (1,007 words) - 18:09, 10 March 2024
Hidden-surface determination (redirect from View frustum culling)
from the camera and are culled by the renderer. To prevent this the object must be set as double-sided (i.e. no back-face culling is done) or have separate...
11 KB (1,580 words) - 15:23, 27 May 2024
Render the shadow volumes (because of culling, only their front faces are rendered). Use front-face culling. Set the stencil operation to decrement...
16 KB (2,203 words) - 13:32, 28 September 2023
Z-buffering (redirect from Z culling)
screen buffer for consistency. Primary visibility tests (such as back-face culling) and secondary visibility tests (such as overlap checks and screen...
17 KB (2,650 words) - 17:44, 6 April 2024
object itself. Back-face culling is inverted and the back-facing triangles are drawn in black. To dilate the silhouette, these back-faces may be drawn in...
18 KB (1,854 words) - 22:05, 9 July 2024
willing to cull our own species we cannot morally justify culling another. There are non-lethal alternatives which may still be considered culling, and serve...
39 KB (4,455 words) - 13:19, 10 April 2024
the viewport (frustum culling); orientation (backface culling), obscuration by other scene or model elements (occlusion culling, depth- or "z" clipping)...
9 KB (949 words) - 19:38, 17 December 2023
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
4 KB (510 words) - 14:42, 3 June 2024
two faces meet. The right image does use distance falloff. Notice that the front face of the closer box is brighter than the front face of the back box...
18 KB (1,843 words) - 15:35, 18 May 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
10 KB (1,073 words) - 14:23, 26 May 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
15 KB (1,727 words) - 02:02, 27 June 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
13 KB (1,885 words) - 14:31, 26 May 2024
contains only polygons that can be rendered in arbitrary order. When back-face culling is used, each node, therefore, contains a convex set of polygons,...
24 KB (2,852 words) - 11:18, 3 July 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
15 KB (1,578 words) - 02:36, 28 June 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
13 KB (1,764 words) - 15:34, 6 June 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
5 KB (448 words) - 15:13, 28 June 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
14 KB (1,279 words) - 14:48, 27 April 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
4 KB (494 words) - 18:53, 10 June 2024
NVIDIA. Retrieved February 14, 2008. "Face-Off: Dead Space 2". Eurogamer. Retrieved February 1, 2010. "Face-Off: Dead Space 3". Eurogamer. Retrieved...
26 KB (2,114 words) - 14:09, 13 June 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
18 KB (2,269 words) - 02:14, 2 June 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
20 KB (2,388 words) - 17:18, 24 June 2024
origin coordinate system, the matrix is applied, and the result is translated back to the original coordinate system to obtain r ′ {\displaystyle \mathbf {r}...
10 KB (1,153 words) - 08:24, 5 March 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
29 KB (3,530 words) - 09:26, 9 July 2024
shadow-casting surface) in the next step. Alternatively, culling front faces and only rendering the back of objects to the shadow map is sometimes used for...
20 KB (2,409 words) - 22:24, 23 June 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
4 KB (358 words) - 22:26, 2 March 2024
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
26 KB (2,936 words) - 20:21, 29 June 2024
edge list. Unlike representations designed for more detailed rendering, face information is not specified (it must be calculated if required for solid...
6 KB (604 words) - 15:15, 24 August 2023
Distributing contiguous 2D tiles of pixels allows for data scaling by culling data with the view frustum. However, there is a data overhead from objects...
7 KB (813 words) - 09:51, 6 November 2023
Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering...
27 KB (3,594 words) - 20:28, 28 March 2024
shading of this object. The simplifying assumption is made that if a surface faces a light, the light will reach that surface and not be blocked or in shadow...
60 KB (7,577 words) - 21:52, 23 June 2024