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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. [1]

Coplanarity

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

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).

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.

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.

Geometric primitive

The term geometric primitive, or prim, 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).

Grand Theft Auto V

Grand Theft Auto V is an action-adventure video game developed by Rockstar North and published by Rockstar Games.

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.

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.

Stencil buffer

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

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.

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.

References

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