Viewing geometry is a research area within computer graphics that focuses on how objects are viewed and rendered in a virtual three-dimensional space. It involves studying various techniques for accurately representing and manipulating objects in a virtual environment, as well as determining their positions and orientations relative to a virtual camera or observer. This research area is critical for creating realistic and immersive computer-generated imagery in applications such as video games, virtual reality, and computer-aided design. Key aspects of viewing geometry include perspective projection, camera placement, frustum culling, and occlusion culling.