ZBufferVerfahrens
The Z-Bufferverfahrens is a computer graphics algorithm used for rendering three-dimensional scenes on a two-dimensional display. Developed by Edwin Catmull in the 1970s, it is based on the principle of hidden surface removal, which ensures that only the closest objects to the viewer are visible in the final image.
The algorithm works by creating a z-buffer, a memory area that stores the distance of each pixel
This technique is essential for producing realistic images, especially when dealing with complex scenes featuring multiple