This document discusses different algorithms for visible surface detection in 3D computer graphics, including:
- Back-face elimination, which ignores back-facing polygons that cannot be seen
- Depth-buffer (z-buffer) algorithm, which determines visibility on a per-pixel basis by comparing depth values
- Depth-sorting algorithm, which sorts polygons from back to front before rendering
- Ray-casting algorithm, which calculates intersections of camera rays with objects to determine visibility
The best algorithm depends on factors like scene complexity, object types, and available hardware, with depth-buffer often used due to hardware support and performance advantages.