Stack Exchange Network

Stack Exchange network consists of 175 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

Questions tagged [z-buffer]

The tag has no usage guidance.

2
votes
1answer
50 views

3ds max: Z-fighting when working with Large Objects

I had a z-fighting/z-clipping issue with a scene containing some very large objects yesterday in 3ds max. It can be seen in the image below: For some reason downscaling the scene significantly (a ...
2
votes
1answer
78 views

Z-buffering implementation with small triangles

For research purpose, I have to implement z-buffering algorithm to render 3D face models. But I got a problem that the triangles are too small to be rendered (i.e. there is no pixel covered completely ...
2
votes
1answer
87 views

How to solve Z buffer artifacts

I am currently rendering a scene in the most standard fashion possible (triangle projection and Blinn-Phong for shading) However I am getting some artifacts: As you can see the lion head is not ...
1
vote
1answer
105 views

How to implement Z-buffering?

I understand the theory behind z buffering - that I have to check for each pixel if its depth value is less than the one on z buffer or not, if yes then draw else not - but I don't understand how ...
4
votes
3answers
1k views

How to understand Z-Fighting?

I searched for Z Buffer on Google and I discovered that's a 2 dimensional array used by the graphical card and whose aim is to enable the handling of two pixels' depth in order to display one of these ...
5
votes
3answers
510 views

How will the z-buffers have the same values even if polygons are sent in different order?

I know when we use Z-buffer to eliminate the hidden faces, the polygons can be in any order. But my teacher said that this does not mean that two images generated by sending polygons in different ...
7
votes
1answer
150 views

What modern real-time rendering applications still use fragment shader depth writes / late-Z?

It is pretty well known that writing depth in your fragment shader generally disables "early Z" test/write optimizations that modern GPUs rely on for fastness. Nonetheless, APIs still allow it and ...