Z-fighting
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Z-fighting
Demonstration of z-fighting with multiple colors and textures over a grey background Z-fighting, also called stitching, or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer, which keeps track of depth. This then means that when a specific pixel is being rendered, it is ambiguous which one of the two primitives are drawn in that pixel because the z-buffer cannot distinguish precisely which one is farther from the other. If one pixel was unambiguously closer, the less close one could be discarded. It is particularly prevalent with coplanar polygons, where two faces occupy essentially the same space, with neither in front. Affected pixels are rendered with fragments from one polygon or the other arbitrarily, in a manner determined by the precision of the z-buffer. It can also vary as the scene or camera is changed, causing ...
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Z-fighting
Demonstration of z-fighting with multiple colors and textures over a grey background Z-fighting, also called stitching, or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer, which keeps track of depth. This then means that when a specific pixel is being rendered, it is ambiguous which one of the two primitives are drawn in that pixel because the z-buffer cannot distinguish precisely which one is farther from the other. If one pixel was unambiguously closer, the less close one could be discarded. It is particularly prevalent with coplanar polygons, where two faces occupy essentially the same space, with neither in front. Affected pixels are rendered with fragments from one polygon or the other arbitrarily, in a manner determined by the precision of the z-buffer. It can also vary as the scene or camera is changed, causing ...
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Stencil Buffer
A stencil buffer is an extra data buffer, in addition to the ''color buffer'' and ''Z-buffer'', found on modern graphics hardware. The buffer is per pixel and works on integer values, usually with a depth of one byte per pixel. The Z-buffer and stencil buffer often share the same area in the RAM of the graphics hardware. In the simplest case, the stencil buffer is used to limit the area of rendering (stenciling). More advanced usage of the stencil buffer makes use of the strong connection between the Z-buffer and the stencil buffer in the rendering pipeline. For example, stencil values can be automatically increased/decreased for every pixel that fails or passes the depth test. The simple combination of depth test and stencil modifiers make a vast number of effects possible (such as stencil shadow volumes, Two-Sided Stencil, compositing, decaling, dissolves, fades, swipes, silhouettes, outline drawing, or highlighting of intersections between complex primitives) though they o ...
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Z-buffer
A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the correct polygons properly occlude other polygons. Z-buffering was first described in 1974 by Wolfgang Straßer in his PhD thesis on fast algorithms for rendering occluded objects. A similar solution to determining overlapping polygons is the painter's algorithm, which is capable of handling non-opaque scene elements, though at the cost of efficiency and incorrect results. In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer i ...
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Depth Buffer
A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the correct polygons properly occlude other polygons. Z-buffering was first described in 1974 by Wolfgang Straßer in his PhD thesis on fast algorithms for rendering occluded objects. A similar solution to determining overlapping polygons is the painter's algorithm, which is capable of handling non-opaque scene elements, though at the cost of efficiency and incorrect results. In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer i ...
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Z-buffering
A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the correct polygons properly occlude other polygons. Z-buffering was first described in 1974 by Wolfgang Straßer in his PhD thesis on fast algorithms for rendering occluded objects. A similar solution to determining overlapping polygons is the painter's algorithm, which is capable of handling non-opaque scene elements, though at the cost of efficiency and incorrect results. In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer ...
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Rendering (computer Graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a ''scene file'' containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. Rendering is one of the major sub-topics of 3D computer graphics, and in practice it is always connected to the others. It is the last major step in the gr ...
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Primitive (geometry)
In vector computer graphics, CAD systems, and geographic information systems, geometric primitive (or prim) is the simplest (i.e. 'atomic' or irreducible) geometric shape that the system can handle (draw, store). Sometimes the subroutines that draw the corresponding objects are called "geometric primitives" as well. The most "primitive" primitives are point and straight line segment, which were all that early vector graphics systems had. In constructive solid geometry, primitives are simple geometric shapes such as a cube, cylinder, sphere, cone, pyramid, torus. Modern 2D computer graphics systems may operate with primitives which are curves (segments of straight lines, circles and more complicated curves), as well as shapes (boxes, arbitrary polygons, circles). A common set of two-dimensional primitives includes lines, points, and polygons, although some people prefer to consider triangles primitives, because every polygon can be constructed from triangles. All other graphic e ...
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Coplanar
In geometry, a set of points in space are coplanar if there exists a geometric plane that contains them all. For example, three points are always coplanar, and if the points are distinct and non-collinear, the plane they determine is unique. However, a set of four or more distinct points will, in general, not lie in a single plane. Two lines in three-dimensional space are coplanar if there is a plane that includes them both. This occurs if the lines are parallel, or if they intersect each other. Two lines that are not coplanar are called skew lines. Distance geometry provides a solution technique for the problem of determining whether a set of points is coplanar, knowing only the distances between them. Properties in three dimensions In three-dimensional space, two linearly independent vectors with the same initial point determine a plane through that point. Their cross product is a normal vector to that plane, and any vector orthogonal to this cross product through the initia ...
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Fragment (computer Graphics)
In computer graphics, a fragment is the data necessary to generate a single pixel's worth of a drawing primitive in the frame buffer. This data may include, but is not limited to: * raster position * depth * interpolated attributes (color, texture coordinates, etc.) * stencil * alpha * window ID As a scene is drawn, drawing primitives (the basic elements of graphics output, such as points, lines, circles, text etc.) are rasterized into fragments which are textured and combined with the existing frame buffer. How a fragment is combined with the data already in the frame buffer depends on various settings. In a typical case, a fragment may be discarded if it is farther away than the pixel that is already at that location (according to the depth buffer). If it is nearer than the existing pixel, it may replace what is already there, or, if alpha blending is in use, the pixel's color may be replaced with a mixture of the fragment's color and the pixel's existing color, as in the cas ...
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Floating Point
In computing, floating-point arithmetic (FP) is arithmetic that represents real numbers approximately, using an integer with a fixed precision, called the significand, scaled by an integer exponent of a fixed base. For example, 12.345 can be represented as a base-ten floating-point number: 12.345 = \underbrace_\text \times \underbrace_\text\!\!\!\!\!\!^ In practice, most floating-point systems use base two, though base ten (decimal floating point) is also common. The term ''floating point'' refers to the fact that the number's radix point can "float" anywhere to the left, right, or between the significant digits of the number. This position is indicated by the exponent, so floating point can be considered a form of scientific notation. A floating-point system can be used to represent, with a fixed number of digits, numbers of very different orders of magnitude — such as the number of meters between galaxies or between protons in an atom. For this reason, floating-poin ...
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Fixed-point Arithmetic
In computing, fixed-point is a method of representing fractional (non-integer) numbers by storing a fixed number of digits of their fractional part. Dollar amounts, for example, are often stored with exactly two fractional digits, representing the cents (1/100 of dollar). More generally, the term may refer to representing fractional values as integer multiples of some fixed small unit, e.g. a fractional amount of hours as an integer multiple of ten-minute intervals. Fixed-point number representation is often contrasted to the more complicated and computationally demanding floating-point representation. In the fixed-point representation, the fraction is often expressed in the same number base as the integer part, but using negative powers of the base ''b''. The most common variants are decimal (base 10) and binary (base 2). The latter is commonly known also as binary scaling. Thus, if ''n'' fraction digits are stored, the value will always be an integer multiple of ''b' ...
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