Difference between revisions of "Z-Buffer"

From polycount
Jump to: navigation, search
(created Z- buffer)
 
(restored and revised)
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
__NOTOC__
+
Z-Buffer is used by a [[:Category:GameEngines|game engine]] to determine which objects, or parts of objects, are visible and which are hidden behind other objects.
{{:[[OutOfDate]]}}
+
  
= Z-Buffer =
+
The graphics processor stores the Z-axis value of each pixel in a special area of memory called the Z-buffer, which is updated constantly.
  
An algorithm used in 3-D graphics to determine which objects, or parts of objects, are visible and which are hidden behind other objects. With Z-buffering, the graphics processor stores the Z-axis value of each pixel in a special area of memory called the Z-buffer. Different objects can have the same x- and y-coordinate values, but with different z-coordinate values. The object with the lowest z-coordinate value is in front of the other objects, and therefore that's the one that's displayed.  
+
Different objects can have the same x- and y-coordinate values, but with different z-coordinate values. The object with the lowest z-coordinate value is in front of the other objects, and therefore that's the one that's displayed.  
  
 
An alternate algorithm for hiding objects behind other objects is called Z-sorting. The Z-sorting algorithm simply displays all objects serially, starting with those objects furthest back (with the largest Z-axis values). The Z-sorting algorithm does not require a Z-buffer, but it is slow and does not render intersecting objects correctly.
 
An alternate algorithm for hiding objects behind other objects is called Z-sorting. The Z-sorting algorithm simply displays all objects serially, starting with those objects furthest back (with the largest Z-axis values). The Z-sorting algorithm does not require a Z-buffer, but it is slow and does not render intersecting objects correctly.
 
----
 
----
[[Category:Glossary]]
+
[[Category:Glossary]][[Category:Rendering]]

Latest revision as of 20:15, 19 March 2015

Z-Buffer is used by a game engine to determine which objects, or parts of objects, are visible and which are hidden behind other objects.

The graphics processor stores the Z-axis value of each pixel in a special area of memory called the Z-buffer, which is updated constantly.

Different objects can have the same x- and y-coordinate values, but with different z-coordinate values. The object with the lowest z-coordinate value is in front of the other objects, and therefore that's the one that's displayed.

An alternate algorithm for hiding objects behind other objects is called Z-sorting. The Z-sorting algorithm simply displays all objects serially, starting with those objects furthest back (with the largest Z-axis values). The Z-sorting algorithm does not require a Z-buffer, but it is slow and does not render intersecting objects correctly.


Personal tools
Namespaces

Variants
Actions
Navigation
Tools