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  • Faces have a winding order:
    • Clockwise
    • Counter-Clockwise
  • Faces have a surface normal.
  • Cameras have a view direction.
  • The dot-product of a surface-normal and view-direction indicates if a face is facing the camera, or not.
  • GPU rasterizers have built-in back-face culling.
  • Vertices (and thus faces) can be discarded, by setting them to NaN in the vertex shader.