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In video games, then, clipping is a critically important [[optimization (computer science)|optimization]] that speeds up the rendering of the current scene, and therefore allows the developer to increase the renderer's polygon budget. Programmers often devise clever [[heuristic (computer science)|heuristic]]s to speed up the clipper, as it would be computationally prohibitive to use line casting or [[ray tracing]] to determine with 100% accuracy which polygons are and are not within the camera's [[field of view]]. One of the most popular methods for optimization is the use of [[Octree]]s to partition scenes into rendered and non-rendered areas.
Mameri and Nascimento <ref>F. Mameri and R. Nascimento (November 2005). "[http://www.cin.ufpe.br/~sbgames/proceedings/files/A%20Fast%20Culling%20Algorithm%20for%202D%20and%202.5D%20Side-scrolling%20Games.pdf A Fast Culling Algorithm for 2D and 2.5D Side-scrolling Games]". Digital Proceedings of the V Brazilian Symposium on Computer Games and Digital Entertainment. ISBN: 85-7669-098-5.</ref> have proposed an efficient clipping algorithm for video games. It takes advantage of the way video games work to optimize performance. Although their published work focuses 2D games, the original algorithm can be easily extended to 3D.
The clipping problems introduced by reflective surfaces are generally avoided in games [[as of 2005]] by simulating reflections without actually doing all the calculations that would be necessary for accurate reflections.
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==See also==
*[[Bounding volume]]
==References==
<references />
[[Category:Computer graphics]]
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