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Z-buffering

Index 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, Artifact (error), Bandwidth (computing), Bottleneck (engineering), Camera matrix, Centroid, Computer data storage, Computer graphics, Coordinate system, Data buffer, Depth map, Edwin Catmull, Fillrate, Fixed-point arithmetic, Floating-point arithmetic, Frustum, HyperZ, Irregular Z-buffer, Linear interpolation, Lossless compression, Multiplicative inverse, Orthographic projection, Painter's algorithm, Pixel, Plane (geometry), Polygon, Rendering (computer graphics), Shader, Shadow mapping, Software, Stencil buffer, 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, 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

Precision is a description of random errors, a measure of statistical variability.

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Artifact (error)

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

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Bandwidth (computing)

In computing, bandwidth is the maximum rate of data transfer across a given path.

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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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Camera matrix

In computer vision a camera matrix or (camera) projection matrix is a 3 \times 4 matrix which describes the mapping of a pinhole camera from 3D points in the world to 2D points in an image.

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Centroid

In mathematics and physics, the centroid or geometric center of a plane figure is the arithmetic mean 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 that are used to retain digital data.

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Computer graphics

Computer graphics are pictures and films created using computers.

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Coordinate system

In geometry, a coordinate system is a system which uses one or more numbers, or coordinates, to uniquely determine the position of the points or other geometric elements on a manifold such as Euclidean space.

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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 Catmull (born March 31, 1945) is an American computer scientist and current president of Pixar and Walt Disney Animation Studios.

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Fillrate

The term pixel fillrate refers to the number of pixels a video card can render to screen and write to video memory in a second or in case of texture fillrate the number of texture map elements (texels) GPU can map to pixels 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 arithmetic

In computing, floating-point arithmetic is arithmetic using formulaic representation of real numbers as an approximation 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 one or 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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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 to construct new data points within the range of a discrete set of known data points.

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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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Multiplicative inverse

In mathematics, a multiplicative inverse or reciprocal for a number x, denoted by 1/x or x−1, is a number which when multiplied by x yields the multiplicative identity, 1.

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Orthographic projection

Orthographic projection (sometimes orthogonal projection), is a means of representing three-dimensional objects 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, dots, 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 that extends infinitely far.

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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 polygonal chain or circuit.

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Rendering (computer graphics)

Rendering or image synthesis is the automatic process of generating a photorealistic or non-photorealistic 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 computer graphics, a shader is a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image) but which now performs a variety of specialized functions in various fields of computer graphics special effects or does video post-processing unrelated to shading, or even functions unrelated to graphics at all.

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Shadow mapping

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

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Software

Computer software, or simply software, is a generic term that refers to a collection of data or computer instructions that tell the computer how to work, in contrast to the physical hardware from which the system is built, that actually performs the work.

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Stencil buffer

A stencil buffer is an extra data buffer, in addition to the color buffer and depth buffer, found on modern graphics hardware.

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Texture mapping

Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model.

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Vertex (geometry)

In geometry, a vertex (plural: vertices or vertexes) is a point where two or more curves, lines, or edges meet.

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

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Z-fighting

Demonstration of z-fighting with multiple colors and textures over a grey background Z-fighting, also called stitching, is a phenomenon in 3D rendering that occurs when two or more primitives have similar or identical 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 stacking window manager, shapes in a vector graphics editor, or objects in a 3D application.

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16-bit

16-bit microcomputers are computers in which 16-bit microprocessors were the norm.

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24-bit

Notable 24-bit machines include the CDC 924 – a 24-bit version of the CDC 1604, CDC lower 3000 series, SDS 930 and SDS 940, the ICT 1900 series, and the Datacraft minicomputers/Harris H series.

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32-bit

32-bit microcomputers are computers in which 32-bit microprocessors are the norm.

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3D computer graphics

3D computer graphics or three-dimensional 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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8-bit

8-bit is also 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, Depth-buffer, 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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