Description: Face culling is an optimization technique used in computer graphics that allows not rendering the faces of polygons that are not visible to the camera. This technique is fundamental for improving the performance of graphics applications, as it reduces the processing load by avoiding the calculation and representation of elements that do not contribute to the final image. Face culling is based on the principle that, in a three-dimensional environment, only the surfaces oriented towards the camera should be visible. Therefore, faces oriented in the opposite direction can be discarded without affecting the visual quality of the scene. This optimization not only saves processing resources but also improves memory usage efficiency and rendering speed. In graphics programming, this technique is implemented through specific functions that allow defining which faces should be eliminated, typically using the back-face culling method, where faces that are not visible from the camera’s perspective are ignored. Proper implementation of face culling is crucial in the development of video games and virtual reality applications, where performance and smoothness are essential for a satisfying user experience.