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  • Culling

    In general, (visibility-) culling is the process of limiting the amount of things rendered (both geometry and drawcalls) to manageable levels, so the GPU doesn't go up in flames.

  • Occlusion Culling
    Removal of geometry that is fully hidden behind other geometry.
  • Cluster Culling
    Replacement of geometry that is too small with lower detail geometry.
  • Frustum Culling
    Removal of geometry that is outside the cameras view region.
  • Distance Culling
    Removal of geometry that is too far away.
  • Portal Culling
    Removal of geometry that is not in the same 'room'.
  • Interior Culling
    Removal of geometry hidden within geometry.
  • Back Face Culling
    Removal of geometry not facing the camera.