This document discusses algorithms for real-time 3D graphics rendering. It describes the goal of simulating a realistic 3D world in real-time with high frame rates. The main challenge is determining what graphics are visible. The document outlines common 3D primitives and three algorithms to solve visibility - the painter's algorithm, binary space partitioning (BSP), and portal rendering. It proposes combining these algorithms by using portals for static rooms/sectors, BSP trees for complex static objects, and the painter's algorithm for dynamic objects, to achieve an efficient overall rendering approach.