This document discusses various surface detection methods for 3D graphics, including:
- Back-face detection, which discards back-facing polygons based on their normal vectors.
- The depth-buffer (z-buffer) method, which compares depth values at each pixel and only draws surfaces with smaller depths.
- The A-buffer method, an extension of depth buffering that allows rendering of transparent surfaces using an accumulation buffer.
- Scan-line and depth-sorting methods, which perform visibility calculations along scanlines or by sorting surfaces from back to front.