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Viewing frustum

Viewing frustum is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Viewing frustum rather than just read about it. In short: In 3D computer graphics, a viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by taking a geometrical frustum—that is a truncation with parallel planes—of the pyramid of vision, which is the adaptation of (idealized) cone of vision that a camera or eye would h…

Viewing frustum — main illustration
Viewing frustum — illustration

Key takeaways

  • Viewing frustum belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Viewing frustum to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Viewing frustum from memory before moving on to harder problems.

Reference excerpt

In 3D computer graphics, a viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by taking a geometrical frustum—that is a truncation with parallel planes—of the pyramid of vision, which is the adaptation of (idealized) cone of vision that a camera or eye would have to the rectangular viewports typically used in computer graphics. Some authors use pyramid of vision as a synonym for view frustum itself, i.e. consider it truncated. 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 near plane and the far plane. 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. Viewing-frustum culling is the process of removing from the rendering 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 bounding volumes surrounding the objects rather than the objects themselves.

Definitions VPN the view-plane normal – a normal to the view plane. VUV the view-up vector – the vector on the view plane that indicates the upward direction. VRP the viewing reference point – a point located on the view plane, and the origin of the VRC. PRP the projection reference point – the point where the image is projected from, for parallel projection, the PRP is at infinity. VRC the viewing-reference coordinate system. The geometry is defined by a field of view angle (in the 'y' direction), as well as an aspect ratio. Further, a set of z-planes define the near and far bounds of the frustum. Together this information can be used to calculate a projection matrix for rendering transformation in a graphics pipeline.

References

Illustrations

Viewing frustum illustration
Viewing frustum: A view frustum
A view frustum
Viewing frustum: The appearance of an object in a pyramid of vision
The appearance of an object in a pyramid of vision
Viewing frustum: When creating a parallel projection, the viewing frustum is shaped like a box as opposed to a pyramid.
When creating a parallel projection, the viewing frustum is shaped like a box as opposed to a pyramid.

Worked examples

Example 1 — a first encounter with Viewing frustum

Start with the simplest possible case. Write down what Viewing frustum claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Viewing frustum before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Viewing frustum ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Viewing frustum

In research
Viewing frustum appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Viewing frustum in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Viewing frustum is common in secondary-school and first-year university syllabi. It links to neighbouring topics 3D computer graphics, Computer graphics stubs, so understanding it makes those chapters shorter.
In everyday life
Look for Viewing frustum outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Viewing frustum in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Viewing frustum means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Viewing frustum out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Viewing frustum in simple terms?

In 3D computer graphics, a viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by taking a geometrical frustum—that is a truncation with para…

Why does Viewing frustum matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Viewing frustum?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Viewing frustum.

Tags

  • 3D computer graphics
  • Computer graphics stubs

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