The fragment output by the rasterizer is saved if it is not overlapped by another fragment. It works in tandem with the rasterizer, which computes the colored values. In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer ( depth test), and replaces it if the new value is closer. A similar solution to determining overlapping polygons is the painter's algorithm, which is capable of handling non-opaque scene elements, though at the cost of efficiency and incorrect results. Z-buffering was first described in 1974 by Wolfgang Straßer in his PhD thesis on fast algorithms for rendering occluded objects. Depth buffers are an aid to rendering a scene to ensure that the correct polygons properly occlude other polygons. ( Learn how and when to remove this template message)Ī depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Please help update this article to reflect recent events or newly available information. This article's factual accuracy may be compromised due to out-of-date information.
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