Zbufferiin
Zbufferiin, commonly rendered as Z-buffering in English, is a fundamental technique in computer graphics for hidden surface removal during rasterization. It uses a per-pixel depth buffer to record the distance from the camera to the closest surface that has been drawn for each image pixel.
Originating in the 1970s with hardware-accelerated rasterizers, Z-buffering became a standard component of real-time 3D rendering.
During rendering, every visible polygon is rasterized. For each sample or pixel covered by the polygon, the
Implementation relies on a depth buffer (and usually a color buffer) of the same resolution as the
Variants and improvements include extended precision depth formats, hierarchical depth caching, and depth peeling for order-independent