In 3D computer graphics, the viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of the notional camera. The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid (Hence the name). The planes that cut the frustum perpendicular to the viewing direction are called the near plane and the far plane. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Often, the far plane is placed infinitely far away from the camera so all objects within the frustum are drawn regardless of their distance from the camera. 3D computer graphics are different from 2D computer graphics in that a three-dimensional representation of geometric data is stored in the computer for the purposes of performing calculations and rendering 2D images. ... A frustum is the portion of a solid â normally a cone or pyramid â which lies between two parallel planes cutting the solid. ...
Viewing frustum culling or view frustum culling is the process of removing objects that lie completely outside the viewing frustum from the rendering process. Rendering these objects would be a waste of time since they are not directly visible. In ray tracing, viewing frustum culling cannot be performed because objects outside the viewing frustum may be visible when reflected off an object inside the frustum. To make culling fast, it is usually done using bounding volumes surrounding the objects rather than the objects themselves. In 3D computer graphics, hidden surface determination is the process used to determine which surfaces and parts of surfaces are not visible from a certain viewpoint. ... This article or section does not cite any references or sources. ... A ray traced scene. ... A bounding box for a three dimensional model In computer graphics and computational geometry, a bounding volume for a set of objects is a closed volume that completely contains the set. ...
In 3D computer graphics, the viewingfrustum or viewfrustum is the region of space in the modeled world that may appear on the screen; it is the field of view of the notional camera.
Viewingfrustum culling or viewfrustum culling is the process of removing objects that lie completely outside the viewingfrustum from the rendering process.
In ray tracing, viewingfrustum culling cannot be peformed because objects outside the viewingfrustum may be visible when reflected off an object inside the frustum.
To compute the view of a 3D model, the 3D world coordinates of the vertices in the model must be converted to 2D screen coordinates, which determine which screen pixel represent each vertex.
The viewing angle or field of view (FOV) is defined as the angle alpha, which is an angle defined in the direction of the y axis.
The aspect ratio of the viewfrustum is defined as A = w/h.