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Clipping path
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==In 3D graphics== {{main|Clipping (computer graphics)}} Clipping [[plane (geometry)|plane]]s are used in [[3D computer graphics]] in order to prevent the renderer from calculating surfaces at an extreme distance from the viewer. The plane is perpendicular to the [[camera]], a set distance away (the ''threshold''), and occupies the entire viewport. Used in real-time [[rendering (computer graphics)|rendering]], clipping planes can help preserve processing for objects within clear sight. The use of clipping planes can result in a detraction from the realism of a scene, as the viewer may notice that everything at the threshold is not rendered correctly or seems to (dis)appear spontaneously. The addition of ''fog''—a variably transparent region of color or texture just before the clipping plane—can help soften the transition between what should be in plain sight and [[Opacity (optics)|opaque]], and what should be beyond notice and fully [[Transparency (optics)|transparent]], and therefore does not need to be rendered.
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