Clipping
Trim geometry to the visible region so later stages only process the portion that can actually contribute to the frame.
Interactive playground
Tweak the operator or scene live so the article connects to an immediate visual result.
Clipping
Intersect the primitive with the viewport so downstream stages only see geometry that can still matter.
Incoming geometry
Scene viewClipped geometry
Result viewMove the triangle until it crosses the viewport border and compare the original outline to the trimmed result.
Family
Geometry & curves
Clip shapes, interpolate across primitives, and reason about parametric geometry.
Builds on
1 topic
Read these first if you want the surrounding pipeline context.
Unlocks
1 next topic
Use these follow-ups when you want to keep turning the image-processing pipeline forward.
Learning paths
1
This topic appears in curated graphics progressions so the next step is obvious.
Problem
Geometry frequently extends beyond the viewport or clip volume. If you rasterize it as-is, later stages waste work and may even become numerically awkward.
Intuition
Clipping intersects the primitive with the visible region. The result is a new primitive that lies entirely inside the allowed domain, so downstream stages can assume cleaner inputs.
Core idea
- Represent the visible region as a clip rectangle or clip volume.
- Intersect the incoming line, polygon, or curve segment with that region.
- Keep only the portion that remains inside.
Worked example
A line segment that exits the left side of the screen is clipped so the new segment starts exactly on the boundary instead of extending off-screen forever.
Complexity
The cost depends on the primitive type, but classic line and polygon clipping algorithms are modest compared to the work saved downstream.
When to choose it
- Choose clipping before rasterization whenever primitives can cross the visible boundary.
- It is a geometric preprocessing stage, not a fragment-level visibility test like the z-buffer.
- Curves and paths also benefit from being clipped before tessellation or rasterization.
Key takeaways
- Clipping reduces work and simplifies later pipeline stages.
- It happens before rasterization, not instead of it.
- The output remains geometry, just trimmed to the visible domain.
- It is a foundational step in the standard rendering pipeline.
Practice ideas
- Implement Cohen-Sutherland or Liang-Barsky line clipping.
- Clip a polygon to a rectangle before rasterizing it.
- Visualize the difference between unclipped and clipped primitives on a small screen grid.
Relation to other topics
- Rasterization assumes geometry that is already ready for screen-space coverage testing.
- Bezier curves often need clipping or subdivision before later rendering steps.
- The z-buffer only matters after geometry has been clipped and rasterized into fragments.
Build on these first
These topics supply the mental model or preceding stage that this page assumes.
What this enables
Once the current operator feels natural, these are the most useful follow-up jumps.
Related directions
These topics live nearby conceptually, even if they are not strict prerequisites.
Bezier Curves
Describe smooth parametric curves with control points so paths and shapes can be edited intuitively.
Rasterization
Turn geometric primitives such as triangles into covered screen pixels so the rendering pipeline can shade actual fragments.
More from Geometry & curves
Stay in the same family when you want parallel operators built from the same mental model.
Paths that include this topic
Follow one of these sequences if you want a guided next step instead of open-ended browsing.
Raster pipeline
Follow the classic rendering path from clipping and rasterization into visibility, shadows, occlusion, and temporal cleanup.
From the blog
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