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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. [1]

10 relations: Clipping path, Coplanarity, Fixed-point arithmetic, Floating point, Fragment (computer graphics), Geometric primitive, Rendering (computer graphics), Round-off error, Stencil buffer, Z-buffering.

Clipping path

A clipping path (or "deep etch") is a closed vector path, or shape, used to cut out a 2D image in image editing software.

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Coplanarity

In geometry, a set of points in space are coplanar if there exists a geometric plane that contains them all.

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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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Fragment (computer graphics)

In computer graphics, a fragment is the data necessary to generate a single pixel's worth of a drawing primitive in the frame buffer.

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Geometric primitive

The term geometric primitive in computer graphics and CAD systems is used in various senses, with the common meaning of the simplest (i.e. 'atomic' or irreducible) geometric objects that the system can handle (draw, store).

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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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Round-off error

A round-off error, also called rounding error, is the difference between the calculated approximation of a number and its exact mathematical value due to rounding.

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Stencil buffer

A stencil buffer is an extra buffer, in addition to the color buffer (pixel buffer) and depth buffer (z-buffering) found on modern graphics hardware.

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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.

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Z fighting.

References

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

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