z buffer

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z buffer

A memory buffer in a graphics accelerator that is used to speed up the rendering of 3D images. It holds the depth of each pixel (z-axis), and as an image is drawn, each pixel is matched against the z buffer location. If the next pixel in line to be drawn is below the one that is already there, it is ignored. This is also known as "hidden surface removal." See graphics pipeline and graphics accelerator.
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As a proposed method, we implemented UDP, hidden surface removal and parallax to improve the prototype system.
Imagination's Tile-Based Deferred Rendering technology enables on-chip processing of hidden surface removal and pixel blending.
By doing only what is absolutely necessary, and by keeping as much 3D processing as possible on-chip, PowerVR's combination of Tile Based Rendering, 32-bit True Color, 8 Layer Multitexturing and Hidden Surface Removal allows maximum performance to be extracted from the available memory bandwidth.
In the recent past polygon clipping is used to render 3D images hidden surface removal [9, 11] and to procuce high-quality surface details using techniques such as Beam tracing [3].
Hidden surface removal is performed prior to filtering, texture mapping and atmospheric effects to avoid unnecessary work on unseen pixels.
This single-slot PCI card delivers very high frame rates for truly immersive game play and serves up fantastic 3D realism through support of perspective-correct anti-aliased texture mapping, pixel-perfect hidden surface removal, translucency, real time shadows and smooth shading.
Examples ther PowerVR Ready titles not in the Extreme or p hidden surface removal with a unique method screen resolutions by combining the on-chip 3 ASICs, microprocessors and microcontrollers, 3Dited States (a).
RenderGL uses the 3D capabilities of OpenGL graphics accelerators to handle rendering algorithms such as hidden surface removal, Z-buffering, shadow calculations and polygon coordinate calculation -- tasks which normally would be handled by the main system processor.
NEC and VideoLogic have dramatically reduced memory bandwidth requirements by replacing the Z-buffer memory and associated bandwidth with on-chip hidden surface removal.
The key to this cost reduction and effective AGP use is the PowerVR's on-chip hidden surface removal and deferred texturing, which require a fraction of the memory bandwidth needed by conventional 3D systems.
16-bit hardware Z-buffering to accelerate the hidden surface removal speed.