Not show things which are not in the camera's view (and also things which are too far or too close
Finding which points are going to lie inside the cube ofImage space, and so one should bother applying the rest of the graphics pipeline to, and will appear on the screen.
It involves finding whether points line in the right side of the planes defining the image camera viewing pyramid.
One often does clipping in image space itself because its easier computationally as the planes are aligned to the axes (see here )
We actually do clipping in Homogeneous coordinates, before dividing by w, which actually means we have to do an extra clipping.. (see here)
In Computer graphics, we generally want Polygons to be:
If you break any arbitrary polygon into Triangles, it's fine because triangles are planar and convex