Z-buffering
In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in three-dimensional (3-D) graphics, usually done in hardware, sometimes in software. It is one solution to the visibility problem, which is the problem of deciding which elements of a rendered scene are visible, and which are hidden. The painter's algorithm is another common solution which, though less efficient, can also handle non-opaque scene elements.
When an object is rendered, the depth of a generated pixel (z coordinate) is stored in a buffer (the z-buffer or depth buffer). This buffer is usually arranged as a two-dimensional array (x-y) with one element for each screen pixel. If another object of the scene must be rendered in the same pixel, the method compares the two depths and overrides the current pixel if the object is closer to the observer. The chosen depth is then saved to the z-buffer, replacing the old one. In the end, the z-buffer will allow the method to correctly reproduce the usual depth perception: a close object hides a farther one. This is called z-culling.
The granularity of a z-buffer has a great influence on the scene quality: a 16-bit z-buffer can result in artifacts (called "z-fighting") when two objects are very close to each other. A 24-bit or 32-bit z-buffer behaves much better, although the problem cannot be entirely eliminated without additional algorithms. An 8-bit z-buffer is almost never used since it has too little precision.

This is an excerpt from the article Z-buffering from the Wikipedia free encyclopedia. A list of authors is available at Wikipedia.
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Z-buffering - Wikipedia, the free encyclopedia
In computer graphics, Z-buffering, also known as depth buffering, is the management of image depth coordinates in three-dimensional (3-D) graphics, usually ...
en.wikipedia.org/wiki/Z-buffering
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What is z-buffering? - Definition from WhatIs.com
'Z-buffering' is a type of Visual Surface Determination (VSD) algorithm. VSD algorithms are used in 3D graphics to ensure that perspective works the same way ...
whatis.techtarget.com/definition/z-buffering
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What is Z-buffering? - A Word Definition From the Webopedia ...
This page describes the term Z-buffering and lists other pages on the Web where you can find additional information.
www.webopedia.com/TERM/Z/Z_buffering.html
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Z-buffering - Princeton University
In computer graphics, Z-buffering is the management of image depth coordinates in three-dimensional (3-D) graphics, usually done in hardware, sometimes in ...
www.princeton.edu/~achaney/tmve/wiki100k/docs/Z-buffering.html
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Z-Buffering... - Futuretech.blinkenlights.nl
"Z-buffering speeds up graphics processing in 3D Games by keeping track of all the polygons used on screen. It automatically computes which polygons are in ...
www.futuretech.blinkenlights.nl/z.html
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Z-buffering - The RuneScape Wiki
Enhanced Z-buffering was a major graphical update released on the 15th of September, 2010. The...
runescape.wikia.com/wiki/Z-buffering
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Z-Buffering - Graphics Programming and Theory - Articles - Articles ...
Nov 19, 1999 ... A short and sweet explanation of Z-buffering. ... ZBuffering is a very handy graphics algorithm. Invented by Catmull in '79, it allows us to paint ...
www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/z-buffering-r860
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Z-buffering - News - RuneScape
RuneScape's game engine gets an update today in the form of Z-buffering, a rendering technique that should help to improve the general look of the game, ...
services.runescape.com/m=news/z-buffering
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Z-buffer and Rasterization - Utk
Page 1. Z-buffer and Rasterization. Jian Huang. Page 2. Visibility Determination. • AKA, hidden surface elimination. Page 3. Hidden Lines. Page 4. Hidden ...
web.eecs.utk.edu/~huangj/cs456/notes/456_rasterization.pdf
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Projections and Z-buffers - University of Texas at Austin
University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell. 2. Reading. Required: Watt, Section 5.2.2 – 5.2.4, 6.3, 6.6 (esp. intro and ...
www.cs.utexas.edu/~fussell/courses/cs384g/lectures/lecture20-Z_buffer_pipeline.pdf
Search results for "Z-buffering"
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Z-buffering in science
[PDF]Projections and Z-buffers - University of Texas at Austin
University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell. 2. Reading. Required: Watt, Section 5.2.2 – 5.2.4, 6.3, 6.6 (esp. intro and ...
[PDF]Chapter 15 Shadows Z-Buffer Shadow Generation Z-Buffer Shadow ...
University of. British Columbia. Shadows. ▫ Realistic illumination includes shadows cast by objects. ▫ Simple shadow generation methods. ▫ Z-buffer extension ...
Publication: The Lazy Z-Buffer - School of Computing - University of ...
Dec 3, 2012 ... This is the 'The lazy z-buffer' page on the 'School of Computing' website at the 'University of Kent'.
[PDF]An Improved Z-Buffer CSG Rendering Algorithm
RMIT University, Melbourne, Australia. Abstract. We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer ...
[PDF]The Irregular Z-Buffer: Hardware Acceleration for ... - CiteSeerX
University of Texas at Austin. The classical Z-buffer visibility algorithm samples a scene at regularly spaced points on an image plane. Previously, we introduced ...
[PDF]Rendering Trees from Precomputed Z-Buffer Views - CiteSeerX
Rendering Trees from Precomputed Z-Buffer Views. Nelson Max. University of California, Davis, CA, 95616, USA. Keiichi Ohsaki. Hokkaido Industrial Research ...
[PDF]The Local Z-Buffering Rendering - IAENG
In a naïve local Z-buffering, a large complex scene is decomposed into a low ... Department of Mathematics, Eastern Michigan University, Ypsilanti, MI. 48197 ...
Explain the Depth Buffer Method in detail or Z–Buffer ... - Docsity
lambodar (Alliance University, Physics). In computer graphics, Z-buffering, also known as depth buffering, is the management of image depth coordinates in ...
The irregular Z-buffer - ACM Digital Library
The irregular Z-buffer and its application to shadow mapping. Tech. rep. TR-04- 09. Department of Computer Sciences, The University of Texas at Austin, Austin, ...
[PDF]Transparency, Painter's Algorithm, & Z-Buffer Lab 3a: Shading ...
Kansas State University. 13. CIS 536/636. Introduction to Computer Graphics. Lecture 16 of 41. Transparency in OpenGL [6]: Painter's algorithm & Z-buffering ...
Books on the term Z-buffering
Handbook Of Biological Confocal Microscopy
Handbook Of Biological Confocal Microscopy
James Pawley, 2006
For non-z-ordered objects, a more intensive logical comparison of intensities and /or z-coordinates is needed, such as a front-object z-test; this is known as Z-buffering and is a fundamentally important OpenGL-controlled process in modern ...
Developing Games in Java[
Developing Games in Java[
D. Brackeen, Bret Barker, Laurence Vanhelsuwé, 2004
In the example in Figure 9.2, the z-buffer starts off empty, with the depth of each pixel set to infinity. Every pixel of the first polygon is closer than the values in the z -buffer, so every pixel is drawn and the z-buffer is set to the polygon's depth ...
Essential Computer Animation Fast: How to Understand the the ...
Essential Computer Animation Fast: How to Understand the the ...
John A. Vince, 2000
A number of algorithms (techniques) have been developed over the years such as Z-buffering, the scan-line algorithm, ... It will be impossible to cover them all in any depth, so I will concentrate on the scan-line, Z-buffer, ray tracing and ...
Advanced 3D Game Programming with DirectX 10.0
Advanced 3D Game Programming with DirectX 10.0
Peter Walsh, 2010
The z-buffer is a second image buffer you keep in addition to the frame buffer. The z-buffer holds a single number that represents the distance at every pixel ( measured with the z component, since you're looking down the z-axis with the ...
Parallax Photography: Creating Three-dimensional Motions from Stills
Parallax Photography: Creating Three-dimensional Motions from Stills
Ke Colin Zheng, 2008
The three rendering buffers are initialized to black background and zero alpha. To maintain proper color blending and Z-buffering, the blending mode is set to GL .SRC _ALPHA_S ATURATE, depth testing is enabled, and set to GL-ALWAYS.
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Z-buffering
Z-buffering - 痞子龙3D编程 - 博客频道 - CSDN.NET
In computer graphics, Z-buffering, also known as depth buffering, is the management of image depth coordinates in three-dimensional (3-D) graphics, usually done in hardware, sometimes insoftware.
blog.csdn.net/pizi0475/article/details/8711509
Z-buffering
csc.cdf.toronto.edu/mybb/showthread.php?tid=1864
Z-Buffering - Runescape News - Runescape Community
Page 1 of 7 - Z-buffering - posted in Runescape News: Advances in our engine will bring graphical improvements for players using RuneScape's Software and Safe modes, and increased speed to players using OpenGL or DirectX modes. The use of a Z-buffer across all graphical modes unifies their workings, which means artists can now create more complex models and more interesting animations, where previously they have been limited by the software modes. One element of this we're particu...
forums.zybez.net/topic/1430135-z-buffering/
visible surface detection z-buffer algorithm in computer Graphics sample source code | Code in code::blocks
]]> ]]> This article is extension of my previous articles Projecting a 3D world co-ordinates into 2D perspective where I have drawn wireframe cube in perspective view. If we want to draw a solid object then we must decide the visible surface to render.
codeincodeblock.blogspot.com/2012/04/visible-surface-detection-z-buffer.html
runescape Z-buffering
Improvements to our engine can bring a significant graphical improvement to the sport within the type of Z-buffering. this implies you'll expertise le
goldofu.bligoo.com/runescape-z-buffering
Isometric Z-buffering | cocos2d for iPhone
Home › Forums › Programming › cocos2d support (graphics engine) › Isometric Z-buffering This topic contains 3 replies, has 2 voices, and was last updated by itlgames 11 months, 1 week ago. Viewing 4 posts - 1 through 4 (of 4 total) Author Posts Author Posts July 2, 2012 at 8:18 pm #242610 Bobster Participant@bobstersend pm In my game I need to create sprites that vary in size (I have an underlying tilemap) and many of them are larger then a single tile.
www.cocos2d-iphone.org/forum/topic/34446
[FSX] Alpha blending and Z buffering for dummies - FSDeveloper Community
[FSX] Alpha blending and Z buffering for dummies 3D Objects General
www.fsdeveloper.com/forum/showthread.php?t=82168
La capa Z-Buffering en Artlantis | Espacio Modular | Modular Space
A partir de la versión 4. 1.
blog.alsomar.com/2012/12/la-capa-z-buffering-en-artlantis.html
Z-Buffering
“When we’re rendering our 3D scene, historically we have sorted all of our world entities (such as players, walls, particle effects etc) into view
www.rune-server.org/runescape-development/rs-503-client-server/250727-z-buffering.html
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