viewing frustum

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viewing frustum

In 3D graphics, it is the area that is within the view of the user. When rendering images, graphics programmers must write routines that draw all visible objects within the viewing frustum and not waste processing time dealing with elements outside of it. See 3D graphics.


The Viewing Frustum
The frustum is like a pyramid lying on its side with the tip clipped off. Everything between the near and far planes is the viewing area. (Image courtesy of Intergraph Computer Systems.)
References in periodicals archive ?
There two type culling suitable to be applied in crowd rendering: view frustum culling and occlusion culling.
There two approaches of view frustum culling (VFC): transform the bounding volume into perspective view [29] and check the bounding volume against view frustum volume by it six planes [30].
It will display several functions that can be choose by the user, they either can enable or disable view frustum culling.
Before rendering start, view frustum culling will be used to cull any unneeded objects from the walkthrough system.
Functionality is also provided to check if a given bounding volume lies inside the view frustum.