1. Visibility - Part 2 2. Visibility - Last Time 3. Power of Plane Equations 4. One More Trick with Planes 5. Constructing a BSP Tree 6. Computing Visibility with BSP trees 7. BSP Tree Example 8. Pixel-level Visibility 9. Ray-Casting 10. Ray Casting Advantages 11. Ray Casting Disadvantages 12. Depth Buffering 13. Depth-Buffering Advantages 14. Depth-Buffering Disadvantages 15. What Exactly Gets Stored in a Depth-Buffer? 16. Computing the "Z" Term 17. Linear yet Non-Linear? 18. Interpolating Z 19. Monotonic Z values 20. Next Time