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Z-buffering
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Z-buffering : ウィキペディア英語版
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. 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" or stitching) 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.
==Uses==

The Z-buffer is a technology used in almost all contemporary computers, laptops and mobile phones for performing 3D graphics, for example for computer games. The Z-buffer is implemented as hardware in the silicon ICs (integrated circuits) within these computers. The Z-buffer is also used (implemented as software as opposed to hardware) for producing computer-generated special effects for films.
Furthermore, Z-buffer data obtained from rendering a surface from a light's point-of-view permits the creation of shadows by the shadow mapping technique.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Z-buffering」の詳細全文を読む



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