This document discusses algorithms for visible surface detection in 3D computer graphics. It describes two main types of algorithms - object space algorithms that determine which parts of objects are visible, and image space algorithms that determine visibility on a per-pixel basis. Four common algorithms are explained in detail: back-face elimination, depth buffering, depth sorting, and ray casting. The document provides examples of how each algorithm works and their pros and cons. It concludes by noting factors to consider when choosing an algorithm, such as scene complexity, object types, and available hardware.