When
it comes to framerate, what is
not being rendered is arguably as
important as what is being rendered.
Despite
state-of-the-art hardware, it may be computationally expensive to send many
primitives to be transformed, textured, and shaded only to find the primitive
is not visible, possibly not even in the view frustum. This is especially true in today’s multi-pass
rendering techniques.
Any
primitive completely outside the view frustum does not need to be rendered (it
can be
culled).
For
primitives partially in, only the visible part needs to be drawn (it is
clipped).