Back-face culling

Back-face culling

In computer graphics, back-face culling determines whether a polygon of a graphical object is visible, depending on the position of the camera. It is a step in the graphical pipeline that tests whether the points in the polygon appear in clockwise or counter-clockwise order when projected onto the screen. If the user has specified that front-facing polygons have a clockwise winding, if the polygon projected on the screen has a counter-clockwise winding it has been rotated to face away from the camera and will not be drawn.

The process makes rendering objects quicker and more efficient by reducing the number of polygons for the program to draw. For example, in a city street scene, there is generally no need to draw the polygons on the sides of the buildings facing away from the camera; they are completely occluded by the sides facing the camera.

A related technique is clipping, which determines whether polygons are within the camera's field of view at all.

Another similar technique is Z-culling, also known as oclussion culling, which attempts to skip the drawing of polygons which are covered from the viewpoint by other visible polygons.

It is important to note that this technique only works with single-sided polygons, which are only visible from one side. Double-sided polygons are rendered from both sides, and thus have no back-face to cull.

Further reading

* [http://www.gamedev.net/reference/articles/article1212.asp Geometry Culling in 3D Engines] , by Pietari Laurila


Wikimedia Foundation. 2010.

Игры ⚽ Нужно сделать НИР?

Look at other dictionaries:

  • Back Face Culling — Der Begriff Backface Culling bezeichnet eine Technik der 3D Computergrafik, mit der ein Großteil von nicht sichtbaren Dreiecken (oder allgemeiner: von Polygonen) einer Szene entfernt wird. Hierdurch wird die Darstellungsgeschwindigkeit erhöht.… …   Deutsch Wikipedia

  • Culling (disambiguation) — Culling may refer to: Culling, the process of removing animals from a group based on specific criteria Back face culling, a way to determine whether a polygon of a graphical object is visible in computer graphics Sir Culling Eardley, 3rd Baronet… …   Wikipedia

  • Shadow volume — Example of Carmack s stencil shadowing in Doom 3. Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. They were first proposed by Frank Crow in 1977[1] as the geometry describing the 3D shape of the… …   Wikipedia

  • Cel-Shading — oder Cel shaded Animation (gelegentlich Toon Shading) ist eine Technik zum nicht fotorealistischen Rendern von 3D Computergrafiken (Cel steht dabei für Contour Enhancing Lines, also Verstärkung der Umrisslinien). Dabei erhalten Bilder oder… …   Deutsch Wikipedia

  • Toon-Shading — Cel Shading oder Cel shaded Animation (gelegentlich Toon Shading) ist eine Technik zum nicht fotorealistischen Rendern von 3D Computergrafiken (Cel steht dabei für Contour Enhancing Lines, also Verstärkung der Umrisslinien). Dabei erhalten Bilder …   Deutsch Wikipedia

  • Clipping (computer graphics) — Any procedure which identifies that portion of a picture which is either inside or outside a picture is referred to as a clipping algorithm or clipping. The region against which an object is to be clipped is called clipping window. Contents 1… …   Wikipedia

  • Cel-shaded animation — (also called cel shading or toon shading) is a type of non photorealistic rendering designed to make computer graphics appear to be hand drawn. Cel shading is often used to mimic the style of a comic book or cartoon. It is a somewhat recent… …   Wikipedia

  • Cel Shading — oder Cel shaded Animation (gelegentlich Toon Shading) ist eine Technik zum nicht fotorealistischen Rendern von 3D Computergrafiken. Dabei erhalten Bilder oder Animationen, die auf einem digitalen 3D Modell basieren, ein Aussehen, als wären sie… …   Deutsch Wikipedia

  • Celda — The Legend of Zelda: The Wind Waker Entwickler: Nintendo Verleger: Nintendo …   Deutsch Wikipedia

  • Einheitsnormale — In der Geometrie ist ein Normalenvektor (auch: Normalvektor) ein Vektor, der senkrecht (orthogonal) auf einer Geraden, Kurve, Ebene, (gekrümmten) Fläche oder einer höherdimensionalen Verallgemeinerung eines solchen Objekts steht. Die Gerade, die… …   Deutsch Wikipedia

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”