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.
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 ⓘ |
Referenced by (1)
Full triples — surface form annotated when it differs from this entity's canonical label.