zbuffer
A z-buffer, also known as a depth buffer, is a per-pixel storage used in 3D rendering to record the depth of the closest object at each image sample. It is essential for hidden-surface removal, enabling the renderer to determine which surfaces are visible from the camera.
During rasterization, each generated fragment yields a depth value z. This value is compared against the current
Depth buffers are usually paired with a color buffer and can use various bit depths, commonly 16,
Hardware implementations perform the depth test in parallel on the GPU and may include early depth testing
Limitations of z-buffering include finite precision leading to artifacts, and memory usage proportional to the display