CSE 401: Final Project

Spring 2006

 Fast Backface Culling for Real-time 3D Rendering

Vadim Manvelyan

Faculty Advisor: Dr. Norman Badler


Backface culling (discarding geometric surfaces that face away from the camera) is the final step before the 3D data is sent to the video card for rendering.  However, there are not many efficient algorithms for backface culling (or at least many of them do not enjoy any publicity).  The only fast algorithm that was described in detail is the dot-product visibility checking.  Its disadvantages, in my opinion, is that it is performed on a per-triangle basis, and therefore is O(number of triangles to render).  I tried to come up with a fast method for backface culling of my own, with a provably faster running time.