Z-Buffer

Computer Graphics · Visibility · 1974 · z-buffer.yaml

Keeps the nearest depth seen per pixel and rejects fragments behind it. Turns visibility from a global sorting problem into a local comparison, which is why it is in every GPU.

Colour is the family; a dashed line is the second member of it.

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G hierarchical-z-buffer Hierarchical Z-Buffer z-buffer Z-Buffer hierarchical-z-buffer->z-buffer rejects a whole region against a depth pyramid painters-algorithm Painter's Algorithm rasterization Rasterization rasterization->z-buffer per-pixel depth is what makes visibility local z-buffer->painters-algorithm cyclically overlapping polygons have no correct draw order

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