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- Z-buffering abstract "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.".
- Z-buffering thumbnail Z_buffer.svg?width=300.
- Z-buffering wikiPageExternalLink alpha_sorting.html.
- Z-buffering wikiPageExternalLink love_your_z_buffer.html.
- Z-buffering wikiPageID "146904".
- Z-buffering wikiPageRevisionID "581972890".
- Z-buffering hasPhotoCollection Z-buffering.
- Z-buffering subject Category:3D_rendering.
- Z-buffering comment "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.".
- Z-buffering label "Bufor Z".
- Z-buffering label "Dieptebuffer".
- Z-buffering label "Z-Buffer".
- Z-buffering label "Z-Buffer".
- Z-buffering label "Z-buffer".
- Z-buffering label "Z-buffer".
- Z-buffering label "Z-buffer".
- Z-buffering label "Z-buffering".
- Z-buffering label "Z-буферизация".
- Z-buffering label "Zバッファ".
- Z-buffering label "صوان عمق".
- Z-buffering label "深度缓冲".
- Z-buffering sameAs Z-Buffer.
- Z-buffering sameAs Z-Buffer.
- Z-buffering sameAs Z-buffer.
- Z-buffering sameAs Z-buffer.
- Z-buffering sameAs Zバッファ.
- Z-buffering sameAs Z_버퍼링.
- Z-buffering sameAs Dieptebuffer.
- Z-buffering sameAs Bufor_Z.
- Z-buffering sameAs Z-buffer.
- Z-buffering sameAs m.012rt0.
- Z-buffering sameAs Q135743.
- Z-buffering sameAs Q135743.
- Z-buffering wasDerivedFrom Z-buffering?oldid=581972890.
- Z-buffering depiction Z_buffer.svg.
- Z-buffering isPrimaryTopicOf Z-buffering.