Overview
Z-Buffering stores a depth value per pixel and only replaces a pixel when a new fragment is closer.
Keeps the closest visible fragment for each pixel.
Compact metadata for implementation and discovery.
Z-Buffering stores a depth value per pixel and only replaces a pixel when a new fragment is closer.
Quick facts
Runtime and memory behavior at a glance.
Best
O(f)
Average
O(f)
Worst
O(f)
Space
O(p)
write fragment if depth_new < depth_storedKeeps the closest visible fragment for each pixel.
Show overlapping fragments competing by depth for the same pixel.
Depth-buffer precision issues often appear as z-fighting between nearly coplanar surfaces.
What each reference supports for this entry.
Computer graphics reference covering depth buffering and visibility in raster pipelines.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
Rendering · Core
Both compare stored depths, but for different visibility problems.
Compare with thisRendering · Foundation
Rasterization commonly uses the z-buffer to resolve visibility.
Compare with thisRendering · Core
Scanline renderers can use depth buffering for visible surface selection.
Compare with thisRendering · Core
Both reason about per-pixel depth, but transparency needs more than one visible layer.
Compare with thisRasterization commonly uses the z-buffer to resolve visibility.
Both compare stored depths, but for different visibility problems.