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tFar

In computer graphics, tFar is a parameter used to denote the far clipping distance of a camera's viewing frustum or the far limit along a ray in ray-based computations. It is commonly used together with tNear to bound the depth range that is considered for rendering or intersection tests.

In perspective projection, points are mapped to depth through the projection matrix, and tNear and tFar correspond

In ray tracing and ray marching, t denotes the parameter along a ray O + tD, and tFar

Although terminology varies by API, tFar is generally related to the far plane and to the projection

to
where
the
viewing
ray
intersects
the
near
and
far
planes.
The
choice
of
tFar
affects
depth
precision:
a
larger
far
plane
expands
the
depth
range
but
increases
quantization
error,
while
a
smaller
tFar
improves
precision
at
the
expense
of
visible
depth.
sets
the
maximum
distance
to
test
for
intersections.
It
is
used
to
bound
computations
and
to
clip
geometry
or
volumetric
samples
that
lie
beyond
the
intended
scene
depth.
matrix;
it
is
commonly
paired
with
tNear
as
part
of
the
depth
range.
It
also
appears
in
shader
code
and
camera
parameter
structures
as
a
means
to
control
rendering
depth
and
performance.