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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.
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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.
592:(2nd ed.). Tata McGraw-Hill Education. p. 413.
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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
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643:The Art of 3D: Computer Animation and Effects
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109:Learn how and when to remove this message
485:the viewing-reference coordinate system.
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646:. John Wiley & Sons. p. 185.
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428:is the process of removing from the
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709:. You can help Knowledge (XXG) by
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670:. lighthouse3d.com. 15 April 2011
534:; Steven Baer (6 November 2008).
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619:. Morgan Kaufmann. p. 409.
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489:The geometry is defined by a
567:. Microsoft. 15 August 2012
237:Computer-generated imagery
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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).
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125:Three-dimensional (3D)
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186:Computer-aided design
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43:improve this article
499:near and far bounds
352:parallel projection
287:Global illumination
211:Virtual engineering
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173:Primary uses
142:Fundamentals
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41:Please help
36:verification
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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
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250:computer
165:Printing
155:Scanning
150:Modeling
674:11 June
386:frustum
83:scholar
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573:2022
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458:VUV
446:VPN
366:or
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