z-buffer algorithm

E932699

The z-buffer algorithm is a computer graphics technique for hidden surface determination that stores depth information for each pixel to correctly render overlapping objects in 3D scenes.

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Statements (48)

Predicate Object
instanceOf computer graphics technique
hidden surface determination algorithm
visibility algorithm
advantage independent of scene complexity per pixel
simple per-fragment implementation
alsoKnownAs depth buffer algorithm
depth buffering
z-buffering
canUse floating-point depth values
integer depth values
commonlyUses 24-bit depth buffers
32-bit depth buffers
compares depth of incoming fragment with stored depth
contrastedWith BSP tree visibility algorithms
painter's algorithm NERFINISHED
ray casting visibility methods
disadvantage limited depth precision
requires additional memory for depth buffer
goal ensure only nearest surfaces are visible at each pixel
introducedBy Edwin Catmull NERFINISHED
introducedIn 1974
maintains a depth value for every pixel in the frame buffer
operatesOn per-pixel depth values
performs depth test for each fragment
relatedTo depth testing
stencil buffer
w-buffering
requires a fixed far clipping plane
a fixed near clipping plane
finite depth resolution
standardizedIn Direct3D NERFINISHED
OpenGL NERFINISHED
stores depth information for each pixel
subjectTo precision issues at large depth ranges
z-fighting artifacts
typicallyImplementedIn GPU rasterization pipeline GENERATED
graphics hardware GENERATED
updates color buffer when fragment is closer
z-buffer when fragment is closer
usedFor correct rendering of overlapping objects
hidden surface removal
visibility determination in 3D scenes
usedIn interactive visualization
rasterization-based 3D graphics
real-time rendering
video games
worksWith color buffer
frame buffer

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Warnock algorithm relatedTo z-buffer algorithm