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change(/wiki/backface-culling): some notes and links
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content/wiki/backface-culling/index.md

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@@ -7,3 +7,25 @@ tags = ["rendering", "culling", "optimization"]
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{{ stub_notice() }}
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**Notes:**
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- Faces have a *winding order*:
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- Clockwise
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- Counter-Clockwise
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- Faces have a *surface normal*.
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- Cameras have a *view direction*.
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- The dot-product of a surface-normal and view-direction indicates
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if a face is facing the camera, or not.
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- GPU rasterizers have built-in back-face culling.
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- Vertices (and thus faces) can be *discarded*,
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by setting them to `NaN` in the vertex shader.
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## References
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- [Wikipedia: Back-Face Culling](https://en.wikipedia.org/wiki/Back-face_culling)
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- [OpenGL Wiki: (Back)Face Culling](https://www.khronos.org/opengl/wiki/Face_Culling)
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- [LearnOpenGL: (Back)Face Culling](https://learnopengl.com/Advanced-OpenGL/Face-culling)
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- [Fine-grained Backface Culling by *zeux*](https://zeux.io/2023/04/28/triangle-backface-culling/)
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- [Back Face Culling by *jonshiach*](https://jonshiach.github.io/graphics-book/files/4.3_Backface_culling.html)
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- [Back Face Culling by *karan*](https://www.dgp.toronto.edu/~karan/courses/csc418/fall_2002/notes/cull.html)

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