Visibility Culling Back face culling View-frustrum culling Detail culling Occlusion culling.
Tomas Mőller © 2000 Speeding up your game The scene graph Culling techniques Level-of-detail rendering (LODs) Collision detection Resources and pointers.
Tomas Mőller © 2000 Speed-up Techniques for Real-Time Rendering or “What makes your real-time video game fly” Tomas Möller Chalmers University of Technology,
Visibility culling – Clipping. The visibility problem What polygons are visible? There are few visible polygons. –Avoid redundant processing Three classes.