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Z-buffering

In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software. [1]

45 relations: A-buffer, Accuracy and precision, Aerial perspective, Artifact (error), Bandwidth (computing), Bottleneck (engineering), Centroid, Computer data storage, Computer graphics, Data buffer, Depth map, Edwin Catmull, Fillrate, Fixed-point arithmetic, Floating point, Frustum, HyperZ, Inversion, Irregular Z-buffer, Linear interpolation, Lossless compression, Orthographic projection, Painter's algorithm, Pixel, Plane (geometry), Polygon, Rendering (computer graphics), Shader, Shadow mapping, Software, Space, Texture mapping, Vertex (geometry), Viewing frustum, Visibility (geometry), Z-fighting, Z-index, Z-order, 16-bit, 24-bit, 32-bit, 3D computer graphics, 3D projection, 3D scanner, 8-bit.

A-buffer

In computer graphics, A-buffer, also known as anti-aliased, area-averaged or accumulation buffer, is a general hidden surface mechanism suited to medium scale virtual memory computers.

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Accuracy and precision

Accuracy and precision are defined in terms of systematic and random errors.

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Aerial perspective

Aerial perspective or atmospheric perspective refers to the effect the atmosphere has on the appearance of an object as it is viewed from a distance.

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Artifact (error)

In natural science and signal processing, an artifact is any error in the perception or representation of any visual or aural information introduced by the involved equipment or technique(s).

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Bandwidth (computing)

In computing, bandwidth is the bit-rate of available or consumed information capacity expressed typically in metric multiples of bits per second.

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Bottleneck (engineering)

In engineering, a bottleneck is a phenomenon by which the performance or capacity of an entire system is severely limited by a single component.

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Centroid

In mathematics and physics, the centroid or geometric center of a two-dimensional region is the arithmetic mean ("average") position of all the points in the shape.

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Computer data storage

Computer data storage, often called storage or memory, is a technology consisting of computer components and recording media used to retain digital data.

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Computer graphics

Computer graphics are pictures and movies created using computers - usually referring to image data created by a computer specifically with help from specialized graphical hardware and software.

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Data buffer

In computer science, a data buffer (or just buffer) is a region of a physical memory storage used to temporarily store data while it is being moved from one place to another.

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Depth map

In 3D computer graphics a depth map is an image or image channel that contains information relating to the distance of the surfaces of scene objects from a viewpoint.

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Edwin Catmull

Edwin Earl "Ed" Catmull (born March 31, 1945) is a computer scientist and current president of Pixar Animation Studios and Walt Disney Animation Studios (including the latter's DisneyToon Studios division).

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Fillrate

The term fillrate usually refers to the number of pixels a video card can render and write to video memory in a second.

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Fixed-point arithmetic

In computing, a fixed-point number representation is a real data type for a number that has a fixed number of digits after (and sometimes also before) the radix point (after the decimal point '.' in English decimal notation).

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Floating point

In computing, floating point is the formulaic representation which approximates a real number so as to support a trade-off between range and precision.

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Frustum

In geometry, a frustum (plural: frusta or frustums) is the portion of a solid (normally a cone or pyramid) that lies between two parallel planes cutting it.

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HyperZ

HyperZ is the brand for a set of processing techniques developed by ATI Technologies and later Advanced Micro Devices and implemented in their Radeon-GPUs.

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Inversion

Inversion or inversions may refer to.

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Irregular Z-buffer

The irregular Z-buffer is an algorithm designed to solve the visibility problem in real-time 3-d computer graphics.

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Linear interpolation

In mathematics, linear interpolation is a method of curve fitting using linear polynomials.

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Lossless compression

Lossless compression is a class of data compression algorithms that allows the original data to be perfectly reconstructed from the compressed data.

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Orthographic projection

Orthographic projection (or orthogonal projection) is a means of representing a three-dimensional object in two dimensions.

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Painter's algorithm

The painter's algorithm, also known as a priority fill, is one of the simplest solutions to the visibility problem in 3D computer graphics.

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Pixel

In digital imaging, a pixel, pel, or picture element is a physical point in a raster image, or the smallest addressable element in an all points addressable display device; so it is the smallest controllable element of a picture represented on the screen.

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Plane (geometry)

In mathematics, a plane is a flat, two-dimensional surface.

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Polygon

In elementary geometry, a polygon is a plane figure that is bounded by a finite chain of straight line segments closing in a loop to form a closed chain or circuit.

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Rendering (computer graphics)

Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file), by means of computer programs.

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Shader

In the field of computer graphics, a shader is a computer program that is used to do shading: the production of appropriate levels of color within an image, or, in the modern era, also to produce special effects or do video post-processing.

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Shadow mapping

Shadow mapping or projective shadowing is a process by which shadows are added to 3D computer graphics.

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Software

Computer software or simply software is any set of machine-readable instructions that directs a computer's processor to perform specific operations.

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Space

Space is the boundless three-dimensional extent in which objects and events have relative position and direction.

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Texture mapping

Texture mapping is a method for adding detail, surface texture (a bitmap or raster image), or color to a computer-generated graphic or 3D model.

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Vertex (geometry)

In geometry, a vertex (plural vertices) is a special kind of point that describes the corners or intersections of geometric shapes.

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Viewing frustum

In 3D computer graphics, the view frustum (also called viewing frustum) is the region of space in the modeled world that may appear on the screen; it is the field of view of the notional camera.

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Visibility (geometry)

Visibility is a mathematical abstraction of the real-life notion of visibility.

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Z-fighting

Z-fighting is a phenomenon in 3D rendering that occurs when two or more primitives have similar values in the z-buffer.

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Z-index

z-index is a CSS property that sets the stack order of specific elements.

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Z-order

Z-order is an ordering of overlapping two-dimensional objects, such as windows in a graphical user interface (GUI), shapes in a vector graphics editor, or objects in a 3D application.

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16-bit

16-bit is also a term given to a generation of microcomputers in which 16-bit microprocessors were the norm.

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24-bit

Notable 24-bit machines include the SDS 930 and SDS 940, the ICT 1900 series, and the Datacraft minicomputers/Harris H series.

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32-bit

32-bit is also a term given to a generation of microcomputers in which 32-bit microprocessors are the norm.

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3D computer graphics

3D computer graphics (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images.

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3D projection

3D projection is any method of mapping three-dimensional points to a two-dimensional plane.

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3D scanner

A 3D scanner is a device that analyses a real-world object or environment to collect data on its shape and possibly its appearance (e.g. colour).

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8-bit

8-bit is also a term given to a generation of microcomputers in which 8-bit microprocessors were the norm.

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Redirects here:

Depth buffer, Depth buffering, Depth buffers, Depth test, Depth testing, W-buffer, W-buffering, Z buffer, Z culling, Z-Buffer, Z-buffer, Z-culling, Zbuffer.

References

[1] https://en.wikipedia.org/wiki/Z-buffering

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