Horizon Culling

Description: Horizon Culling is a fundamental technique in computer graphics, especially in the context of 3D rendering. Its primary purpose is to optimize rendering performance by avoiding the representation of objects that are outside the viewer’s visible horizon. This is achieved by identifying and excluding geometry that will not contribute to the final image, thereby reducing the processing load on the GPU. This technique is based on the principle that it is unnecessary to render elements that will not be seen, allowing for resource freeing and improving frame rates in complex graphical applications. Culling is implemented through specific algorithms that allow developers to define which objects should be considered for rendering based on the camera’s position and field of view. This optimization capability is crucial in 3D environments, where the number of polygons and objects can be extremely high. By applying horizon culling, developers can create smoother and more efficient visual experiences, which is especially important in real-time video games and simulations.

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