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Z-buffer
A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of Fragmentation (computing), fragments. The values stored represent the distance to the camera, with 0 being the closest. The encoding scheme may be flipped with the highest number being the value closest to camera. In a Graphics pipeline, 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated Fragment (computer graphics), 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 is saved if it is not overlapped by another fragment. Z-buffering is a technique used in almost all contemporary computers, laptops, and mobile phones for generating 3D computer graphics. The primary use now is for Video game graphic ...
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Hidden-surface Determination
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what Computer representation of surfaces, surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. The process of hidden-surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. When referring to line rendering it is known as hidden-line removal. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible. Background Hidden-surface determination is a process that identifies which surfaces are ...
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Z Buffer
A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of fragments. The values stored represent the distance to the camera, with 0 being the closest. The encoding scheme may be flipped with the highest number being the value closest to camera. 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 is saved if it is not overlapped by another fragment. Z-buffering is a technique used in almost all contemporary computers, laptops, and mobile phones for generating 3D computer graphics. The primary use now is for video games, which require fast and accurate processing of 3D scenes. Usage Occlusion ...
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Graphics Pipeline
The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, the graphics pipeline converts the model into a visually perceivable format on the computer display. Due to the dependence on specific software, hardware configurations, and desired display attributes, a universally applicable graphics pipeline does not exist. Nevertheless, graphics application programming interfaces (APIs), such as Direct3D, OpenGL and Vulkan were developed to standardize common procedures and oversee the graphics pipeline of a given hardware accelerator. These APIs provide an abstraction layer over the underlying hardware, relieving programmers from the need to write code explicitly targeting various graphics hardware accelerators like AMD, Intel, Nvidia, a ...
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Painter's Algorithm
The painter's algorithm (also depth-sort algorithm and priority fill) is an algorithm for Hidden-surface determination#Visible surface determination, visible surface determination in 3D computer graphics that works on a polygon, polygon-by-polygon basis rather than a pixel, pixel-by-pixel, row by row, or area by area basis of other hidden surface removal, Hidden-Surface Removal algorithms. The painter's algorithm creates images by sorting the polygons within the image by their depth and placing each polygon in order from the farthest to the closest object. The painter's algorithm was initially proposed as a basic method to address the Hidden-surface determination problem by Martin Newell (computer scientist), Martin Newell, Dick Newell, Richard Newell, and Tom Sancha in 1972, while all three were working at CADCentre. The name "painter's algorithm" refers to the technique employed by many painters where they begin by painting distant parts of a scene before parts that are nearer, ...
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Graphics Cards
A graphics card (also called a video card, display card, graphics accelerator, graphics adapter, VGA card/VGA, video adapter, display adapter, or colloquially GPU) is a computer expansion card that generates a feed of graphics output to a display device such as a monitor. Graphics cards are sometimes called ''discrete'' or ''dedicated'' graphics cards to emphasize their distinction to an integrated graphics processor on the motherboard or the central processing unit (CPU). A graphics processing unit (GPU) that performs the necessary computations is the main component in a graphics card, but the acronym "GPU" is sometimes also used to refer to the graphics card as a whole erroneously. Most graphics cards are not limited to simple display output. The graphics processing unit can be used for additional processing, which reduces the load from the CPU. Additionally, computing platforms such as OpenCL and CUDA allow using graphics cards for general-purpose computing. Applications of ...
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Edwin Catmull
Edwin Earl Catmull (born March 31, 1945) is an American computer scientist and animator who served as the co-founder of Pixar and the President of Walt Disney Animation Studios. He has been honored for his contributions to 3D computer graphics, including the 2019 ACM Turing Award. Early life Edwin Catmull was born on March 31, 1945, in Parkersburg, West Virginia. His family later moved to Salt Lake City, Utah, where his father first served as principal of Granite High School and then of Taylorsville High School. Early in his life, Catmull found inspiration in Disney movies, including '' Peter Pan'' and ''Pinocchio'', and wanted to be an animator; however, after finishing high school, he had no idea how to get there as there were no animation schools around that time. Because he also liked math and physics, he chose a scientific career instead. He also made animation using flip-books. Catmull graduated in 1969, with a B.S. in physics and computer science from the University ...
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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. As a result, 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 cha ...
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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. These data may include, but are not limited to: * Raster graphics, raster position * Z-buffering, depth * interpolated attributes (color, Texture mapping, texture coordinates, etc.) * Stencil buffer, stencil * Alpha compositing, alpha * window ID As a scene is drawn, drawing primitives (the basic elements of graphics output, such as points, lines, circles, text etc.) are Rasterisation, 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 further away than the pixel which 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 ma ...
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Video Game Graphics
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units. Text-based Some of the earliest video games were text games or text-based games that used text characters instead of bitmapped or vector graphics. Examples include MUDs (''multi-user dungeons''), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and roguelikes, a subgenre of role-playing video games featuring many monsters, items, and environmental effects, as well as an emphasis on randomization, replayability and permanent death. Some of the earliest text games were developed for computer systems which had no video display at all. Text games are typically easier to write and require less pro ...
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Rasterizer
In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an Digital image, image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes). The rasterized image may then be displayed on a computer display, video display or computer printer, printer, or stored in a bitmap file format. Rasterization may refer to the technique of drawing 3D model (computer graphics), 3D models, or to the conversion of 2D rendering primitives, such as polygons and line segments, into a rasterized format. Etymology The term "rasterisation" comes . 2D images Line primitives Bresenham's line algorithm is an example of an algorithm used to rasterize lines. Circle primitives Algorithms such as the midpoint circle algorithm are used to render circles onto a pixelated canvas. 3D images Rasterizatio ...
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Super Smash Bros
is a series of platform fighting video games published by Nintendo. Created by Masahiro Sakurai, the ''Super Smash Bros.'' series is a crossover featuring many characters from other video game series created by Nintendo and other developers. Its gameplay is distinct from traditional fighting games, with players aiming to knock each other off of stages after accumulating damage with numerous attacks. The games have also featured a variety of side modes, including single-player story modes. Sakurai conceived the idea of ''Super Smash Bros.'' while working at HAL Laboratory in 1998 with the help of Satoru Iwata. The series's first game, '' Super Smash Bros.'' (1999), was released for the Nintendo 64 and used characters from Nintendo franchises including '' Mario'', '' Donkey Kong'', ''The Legend of Zelda'', '' Kirby'', and '' Pokémon''. The game was a success, and Sakurai was asked to make a sequel for the then-upcoming GameCube, '' Super Smash Bros. Melee'', which wa ...
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