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Z-buffering and z-culling, techniques which can be used to make the rendering of 3D scenes more efficient.
A variation on z-buffering which results in more evenly distributed precision is called w-buffering (see below).
Z-buffering - A means of determining visibility.
Z-buffering supports dynamic scenes easily, and is currently implemented efficiently in graphics hardware.
They can alter the depth of the fragment (for Z-buffering), or output more than one color if multiple render targets are active.
Finally, the image is composited via Z-buffering, as the back-faces always lie deeper in the scene than the front-faces.
Design limitations prevented V1000 from sustaining that level in many games (e.g. when the software uses (z-buffering.)
Z-buffering (16bpp, integer and floating point).
Z-buffering (depth buffer)
This can increase performance in fillrate-limited scenes with large amounts of overdraw, but if not combined with z-buffering it suffers from severe problems such as:
Z-fighting can be reduced through the use of a higher resolution depth buffer, by z-buffering in some scenarios, or by simply moving the polygons further apart.
Larrabee was to include very little specialized graphics hardware, instead performing tasks like z-buffering, clipping, and blending in software, using a tile-based rendering approach.
Z-buffering significantly crippled the RDP's (Reality Drawing Processor) fill rate.
Similarly, when Z-buffering is not required, a double-buffered 24-bit RGB framebuffer configuration is possible.
He also independently discovered Z-buffering, even though it had already been described 8 months before, by Wolfgang Straßer in his PhD thesis.
The high bandwidth is used primarily for z-buffering, alpha blending, and antialiasing; it saves time and space on the GPU die.
Graphics hardware effects include gouraud shading, z-buffering, spatial anti-aliasing, per-pixel translucency sorting (also known as order independent translucency) and bump mapping.
A stencil buffer is an extra buffer, in addition to the color buffer (pixel buffer) and depth buffer (z-buffering) found on modern graphics hardware.
Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including z-buffering, spatial anti-aliasing, alpha blending, mipmapping, atmospheric effects, and perspective-correct texture mapping.
The cost of using Z-buffering is that it uses up to 4 bytes per pixel, and that the rasterization algorithm needs to check each rasterized sample against the z-buffer.
It involves hand creating as many as eight planes of z-buffering over live-action footage, one frame at a time, resulting in an animated black and white matte (filmmaking) sequence.
In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in three-dimensional (3-D) graphics, usually done in hardware, sometimes in software.
It is a direct consequence of z-buffering, where the depth of each pixel candidate is compared to the depth of existing geometry behind which it might be hidden.
Pilotwings 64 also applies z-buffering, which keeps track of an object's depth and tells the graphics processor which portions of the object to render and which to hide.
Z-buffering is memory intensive relative to Binary Space Partitioning but was made possible in part because the cost of RAM at the time had dropped significantly in price.
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