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.
supersedescorrects · extends
classifiesspecializes · part-of
substitutes forapproximates · alternative-to
depends onrequires · validates
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correctsfixes a defect in Painter's Algorithmcyclically overlapping polygons have no correct draw order
Referenced by
extendsHierarchical Z-Buffer adds capability to thisrejects a whole region against a depth pyramid
requiresRasterization does not work without thisper-pixel depth is what makes visibility local