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Depth Buffer
Method
• 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.
• This method is developed by Cutmull.
• It is an image-space approach. The basic idea is to test the Z-
depth of each surface to determine the closest (visible) surface.
• In this method each surface is processed separately one pixel
position at a time across the surface. The depth values for a
pixel are compared and the closest (smallest z) surface
determines the colour to be displayed in the frame buffer.
• It is applied very efficiently on surfaces of polygon. Surfaces
can be processed in any order. To override the closer polygons
from the far ones, two buffers named frame buffer and depth
buffer, are used.
• Depth Values for a surface position(x , y) are calculated
from the plane equation for each surface by:
z= (-Ax-By-D)
C
• Depth Values across the edge are calculated by:
z`=(-A(x+1)-By-D)
C
• Depth Values down the edge are recursively calculated
by:
z` = z+ (A/m)+B
C
• Depth buffer is used to store depth values for (x, y)
position, as surfaces are processed (0 ≤ depth ≤ 1).
• The frame buffer is used to
store the intensity value
of colour value at each
position (x, y).
The z-coordinates are
usually normalized to
the range [0, 1]. The
0 value for z-coordinate
indicates back clipping pane and 1 value for z-coordinates
indicates front clipping pane.
Algorithm:
Step-1 − Set the buffer values −
Depthbuffer (x, y) = 0
Framebuffer (x, y) = background colour
Step-2 − Process each polygon (One at a time)
For each projected (x, y) pixel position of a polygon,
calculate depth z.
If Z > depthbuffer (x, y)
Compute surface color,
set depthbuffer (x, y) = z,
framebuffer (x, y) = surfacecolor (x, y)
Advantages
• It is easy to implement.
• It reduces the speed problem if implemented in hardware.
• It processes one object at a time.
• Accurate performance.
Disadvantages
• It requires large memory.
• It is time consuming process.
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.

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Depth Buffer Method

  • 2. • 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.
  • 3. • This method is developed by Cutmull. • It is an image-space approach. The basic idea is to test the Z- depth of each surface to determine the closest (visible) surface. • In this method each surface is processed separately one pixel position at a time across the surface. The depth values for a pixel are compared and the closest (smallest z) surface determines the colour to be displayed in the frame buffer. • It is applied very efficiently on surfaces of polygon. Surfaces can be processed in any order. To override the closer polygons from the far ones, two buffers named frame buffer and depth buffer, are used.
  • 4. • Depth Values for a surface position(x , y) are calculated from the plane equation for each surface by: z= (-Ax-By-D) C • Depth Values across the edge are calculated by: z`=(-A(x+1)-By-D) C • Depth Values down the edge are recursively calculated by: z` = z+ (A/m)+B C
  • 5. • Depth buffer is used to store depth values for (x, y) position, as surfaces are processed (0 ≤ depth ≤ 1). • The frame buffer is used to store the intensity value of colour value at each position (x, y). The z-coordinates are usually normalized to the range [0, 1]. The 0 value for z-coordinate indicates back clipping pane and 1 value for z-coordinates indicates front clipping pane.
  • 6. Algorithm: Step-1 − Set the buffer values − Depthbuffer (x, y) = 0 Framebuffer (x, y) = background colour Step-2 − Process each polygon (One at a time) For each projected (x, y) pixel position of a polygon, calculate depth z. If Z > depthbuffer (x, y) Compute surface color, set depthbuffer (x, y) = z, framebuffer (x, y) = surfacecolor (x, y)
  • 7. Advantages • It is easy to implement. • It reduces the speed problem if implemented in hardware. • It processes one object at a time. • Accurate performance. Disadvantages • It requires large memory. • It is time consuming process.
  • 8. 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.
  翻译: