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Viewing frustum

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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
422:. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Sometimes, 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. 432:
process those objects that lie completely outside the viewing frustum. Rendering these objects would be a waste of resources since they are not directly visible. To make culling fast, it is usually done using
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the projection reference point – the point where the image is projected from, for parallel projection, the PRP is at infinity.
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Visual Effects in A Digital World: A Comprehensive Glossary of over 7000 Visual Effects Terms
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the viewing reference point – a point located on the view plane, and the origin of the VRC.
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the view-up vector – the vector on the view plane that indicates the upward direction.
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is the region of space in the modeled world that may appear on the screen; it is the
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Essentials of Interactive Computer Graphics: Concepts and Implementation
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of the frustum. Together this information can be used to calculate a
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Region of space in the modeled world that may appear on the screen
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The view frustum is typically obtained by taking a geometrical
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surrounding the objects rather than the objects themselves.
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as a synonym for view frustum itself, i.e. consider it
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typically used in computer graphics. Some authors use
398:that a camera or eye would have to the rectangular 49:. Unsourced material may be challenged and removed. 388:—that is a truncation with parallel planes—of the 342:The appearance of an object in a pyramid of vision 730: 643:The Art of 3D: Computer Animation and Effects 311: 8: 493:angle (in the 'y' direction), as well as an 737: 723: 318: 304: 133: 120: 497:. Further, a set of z-planes define the 392:, which is the adaptation of (idealized) 109:Learn how and when to remove this message 485:the viewing-reference coordinate system. 522: 228: 172: 141: 123: 646:. John Wiley & Sons. p. 185. 7: 691: 689: 559: 557: 428:is the process of removing from the 47:adding citations to reliable sources 709:. You can help Knowledge (XXG) by 14: 670:. lighthouse3d.com. 15 April 2011 534:; Steven Baer (6 November 2008). 693: 619:. Morgan Kaufmann. p. 409. 23: 34:needs additional citations for 1: 489:The geometry is defined by a 567:. Microsoft. 15 August 2012 237:Computer-generated imagery 777: 688: 540:. CRC Press. p. 390. 449:the view-plane normal – a 565:"What Is a View Frustum?" 640:Isaac V. Kerlow (2004). 589:Principles of Multimedia 761:Computer graphics stubs 613:Karen Goulekas (2001). 426:Viewing-frustum culling 705:–related article is a 668:"View Frustum Culling" 586:Ranjan Parekh (2013). 355: 343: 335: 221:Virtual cinematography 125:Three-dimensional (3D) 379:virtual camera system 349: 341: 333: 186:Computer-aided design 756:3D computer graphics 360:3D computer graphics 43:improve this article 499:near and far bounds 352:parallel projection 287:Global illumination 211:Virtual engineering 453:to the view plane. 356: 344: 336: 718: 717: 703:computer graphics 653:978-0-471-43036-0 626:978-0-08-052071-1 599:978-1-259-00650-0 547:978-1-56881-257-1 511:graphics pipeline 503:projection matrix 404:pyramid of vision 390:pyramid of vision 328: 327: 127:computer graphics 119: 118: 111: 93: 58:"Viewing frustum" 768: 739: 732: 725: 697: 690: 680: 679: 677: 675: 664: 658: 657: 637: 631: 630: 610: 604: 603: 583: 577: 576: 574: 572: 561: 552: 551: 527: 435:bounding volumes 350:When creating a 320: 313: 306: 292:Volume rendering 282:Crowd simulation 267:Wire-frame model 240: 137: 121: 114: 107: 103: 100: 94: 92: 51: 27: 19: 776: 775: 771: 770: 769: 767: 766: 765: 746: 745: 744: 743: 686: 684: 683: 673: 671: 666: 665: 661: 654: 639: 638: 634: 627: 612: 611: 607: 600: 585: 584: 580: 570: 568: 563: 562: 555: 548: 529: 528: 524: 519: 443: 364:viewing frustum 324: 272:Texture mapping 238: 216:Virtual reality 126: 115: 104: 98: 95: 52: 50: 40: 28: 17: 12: 11: 5: 774: 772: 764: 763: 758: 748: 747: 742: 741: 734: 727: 719: 716: 715: 698: 682: 681: 659: 652: 632: 625: 605: 598: 578: 553: 546: 521: 520: 518: 515: 507:transformation 505:for rendering 487: 486: 483: 479: 478: 475: 471: 470: 467: 463: 462: 459: 455: 454: 447: 442: 439: 395:cone of vision 334:A view frustum 326: 325: 323: 322: 315: 308: 300: 297: 296: 295: 294: 289: 284: 279: 277:Motion capture 274: 269: 264: 259: 258: 257: 252: 242: 231: 230: 229:Related topics 226: 225: 224: 223: 218: 213: 208: 203: 201:Visual effects 198: 193: 191:Graphic design 188: 183: 175: 174: 170: 169: 168: 167: 162: 157: 152: 144: 143: 139: 138: 130: 129: 117: 116: 31: 29: 22: 15: 13: 10: 9: 6: 4: 3: 2: 773: 762: 759: 757: 754: 753: 751: 740: 735: 733: 728: 726: 721: 720: 714: 712: 708: 704: 699: 696: 692: 687: 669: 663: 660: 655: 649: 645: 644: 636: 633: 628: 622: 618: 617: 609: 606: 601: 595: 591: 590: 582: 579: 566: 560: 558: 554: 549: 543: 539: 538: 533: 532:Peter Shirley 530:Kelvin Sung; 526: 523: 516: 514: 512: 508: 504: 500: 496: 492: 491:field of view 484: 481: 480: 476: 473: 472: 468: 465: 464: 460: 457: 456: 452: 448: 445: 444: 440: 438: 436: 431: 427: 423: 421: 417: 411: 409: 405: 401: 397: 396: 391: 387: 382: 380: 377: 373: 372:field of view 369: 365: 361: 353: 348: 340: 332: 321: 316: 314: 309: 307: 302: 301: 299: 298: 293: 290: 288: 285: 283: 280: 278: 275: 273: 270: 268: 265: 263: 260: 256: 253: 251: 248: 247: 246: 243: 241: 235: 234: 233: 232: 227: 222: 219: 217: 214: 212: 209: 207: 206:Visualization 204: 202: 199: 197: 194: 192: 189: 187: 184: 182: 179: 178: 177: 176: 171: 166: 163: 161: 158: 156: 153: 151: 148: 147: 146: 145: 140: 136: 132: 131: 128: 122: 113: 110: 102: 91: 88: 84: 81: 77: 74: 70: 67: 63: 60: –  59: 55: 54:Find sources: 48: 44: 38: 37: 32:This article 30: 26: 21: 20: 711:expanding it 700: 685: 672:. 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Retrieved 536: 525: 498: 495:aspect ratio 488: 424: 419: 415: 412: 403: 393: 389: 383: 368:view frustum 367: 363: 357: 173:Primary uses 142:Fundamentals 105: 96: 86: 79: 72: 65: 53: 41:Please help 36:verification 33: 441:Definitions 376:perspective 196:Video games 99:August 2014 750:Categories 517:References 416:near plane 262:3D display 69:newspapers 571:1 January 430:rendering 420:far plane 408:truncated 400:viewports 245:Animation 181:3D models 160:Rendering 418:and the 255:skeletal 250:computer 165:Printing 155:Scanning 150:Modeling 674:11 June 386:frustum 83:scholar 650:  623:  596:  544:  451:normal 85:  78:  71:  64:  56:  701:This 509:in a 374:of a 239:(CGI) 90:JSTOR 76:books 707:stub 676:2014 648:ISBN 621:ISBN 594:ISBN 573:2022 542:ISBN 362:, a 62:news 482:VRC 474:PRP 466:VRP 458:VUV 446:VPN 366:or 358:In 45:by 752:: 556:^ 513:. 410:. 381:. 738:e 731:t 724:v 713:. 678:. 656:. 629:. 602:. 575:. 550:. 319:e 312:t 305:v 112:) 106:( 101:) 97:( 87:· 80:· 73:· 66:· 39:.

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"Viewing frustum"
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Three-dimensional (3D)
computer graphics


Modeling
Scanning
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Printing
3D models
Computer-aided design
Graphic design
Video games
Visual effects
Visualization
Virtual engineering
Virtual reality
Virtual cinematography
Computer-generated imagery (CGI)
Animation
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