Z-buffering

Z-buffering

Lambert M. Surhone, Miriam T. Timpledon, Susan F. Marseken

     

бумажная книга



Издательство: Книга по требованию
Дата выхода: июль 2011
ISBN: 978-6-1303-8114-1
Объём: 116 страниц
Масса: 196 г
Размеры(В x Ш x Т), см: 23 x 16 x 1

High Quality Content by WIKIPEDIA articles! In computer graphics, z-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. Z-buffering is also known as depth buffering. When an object is rendered by a 3D graphics card, 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 graphics card compares the two depths and chooses the one closer to the observer.

Данное издание не является оригинальным. Книга печатается по технологии принт-он-деманд после получения заказа.

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