Deciding what can be seen before paying to shade it.
Colour is the family; a dashed line is the second member of it.
Keeps the nearest depth seen per pixel and rejects fragments behind it. Turns visibility from a global sorting problem into a local comparison, which… · 1974
Keeps a mip pyramid of depth so a whole screen region can be rejected in one test against its coarsest level, instead of per pixel. · 1993
Discards triangles whose winding shows they face away from the camera, removing about half the geometry of a closed mesh before it is rasterized at a…
Rejects objects whose bounding volume lies wholly outside the viewing volume, before any of their triangles are touched.
Skips geometry hidden behind other geometry. The hard part is that the answer depends on what has already been drawn, so it is always an estimate mad…
Sort primitives by depth and draw back to front, letting later writes cover earlier ones. Needs no extra memory and fails on any arrangement without…