{"id":192809,"date":"2025-01-15T23:35:33","date_gmt":"2025-01-15T22:35:33","guid":{"rendered":"https:\/\/glosarix.com\/glossary\/frustum-en\/"},"modified":"2025-03-08T07:55:17","modified_gmt":"2025-03-08T06:55:17","slug":"frustum-en","status":"publish","type":"glossary","link":"https:\/\/glosarix.com\/en\/glossary\/frustum-en\/","title":{"rendered":"Frustum"},"content":{"rendered":"<p>Description: A frustum is a portion of a solid, typically a cone or pyramid, that lies between two parallel planes. In the context of computer graphics and 3D graphics, the frustum refers to the region of visible space captured by a virtual camera. This concept is fundamental for representing three-dimensional scenes, as it defines which part of a 3D environment will be visible on the screen. The frustum is characterized by its truncated shape, which allows for optimizing the rendering process by limiting the amount of geometry that needs to be processed. In various graphics engines, the frustum is used to perform visibility tests, such as frustum culling, which helps discard objects that are not within the camera&#8217;s field of view, thereby improving performance. Proper frustum configuration is crucial for achieving accurate and efficient scene representation in gaming and simulation applications, where visual experience is paramount.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Description: A frustum is a portion of a solid, typically a cone or pyramid, that lies between two parallel planes. In the context of computer graphics and 3D graphics, the frustum refers to the region of visible space captured by a virtual camera. This concept is fundamental for representing three-dimensional scenes, as it defines which [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"footnotes":""},"glossary-categories":[12343,12337,11624,11622,11616],"glossary-tags":[13298,13292,12580,12578,12572],"glossary-languages":[],"class_list":["post-192809","glossary","type-glossary","status-publish","hentry","glossary-categories-computer-graphics-en","glossary-categories-games-and-graphics-engines-en","glossary-categories-mesa-3d-en","glossary-categories-opengl-en","glossary-categories-xorg-en","glossary-tags-computer-graphics-en","glossary-tags-games-and-graphics-engines-en","glossary-tags-mesa-3d-en","glossary-tags-opengl-en","glossary-tags-xorg-en"],"post_title":"Frustum ","post_content":"Description: A frustum is a portion of a solid, typically a cone or pyramid, that lies between two parallel planes. In the context of computer graphics and 3D graphics, the frustum refers to the region of visible space captured by a virtual camera. This concept is fundamental for representing three-dimensional scenes, as it defines which part of a 3D environment will be visible on the screen. The frustum is characterized by its truncated shape, which allows for optimizing the rendering process by limiting the amount of geometry that needs to be processed. In various graphics engines, the frustum is used to perform visibility tests, such as frustum culling, which helps discard objects that are not within the camera's field of view, thereby improving performance. 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