The host data processing system includes a graphics adapter that receives display pixel data from the controller, including a depth buffer value for each pixel, and that converts the display pixel data to output signals for driving an output display device....
A computer graphics system provides for processing image data including Z data for use in displaying three-dimensional images on a display unit. The system includes: a depth buffer providing for temporary storage of Z data; and a graphics processing unit having a graphics engine for generating ...
OpenGL “rejects” occluded pixels by checking whether their Z value is greater than the Z value that’s already in the depth buffer. In pseudocode, the algorithm looks like this: void WritePixel(x, y, z, color) { if (DepthTestDisabled || z < DepthBuffer[x, y]) { DepthBuffer[x, ...
no single depth-of-field algorithm meets everyone's quality and speed requirements. When correct shading is necessary but real-time processing isn't, the ray-traced or accumulation-buffer depth-of-field algorithms are the appropriate choices. When speed is of...
1992. Correct shading of regularized CSG solids using a depth-interval buffer, Advanced Computer Graphics Hardware V: Rendering, Ray Tracing and Visualization Systems, Eurographics Seminars, 117-138.Rossignac, JR, Wu, J Correct shading of regularized CSG solids using a depth-interval buffer. In: ...
Apply the foreground and background CoC image in one last full-screen pass that applies a variable-width blur. 28.5.1 Depth Information Our algorithm is implemented using DirectX 9 hardware, which does not allow reading a depth buffer as a texture. We get around this limitation by b...
The original algorithm considered tall objects like trees, utility poles, and buildings that extend beyond LIDAR points. It extrapolated the highest column values to the top of the image for a denser depth map, but this could lead to noticeable errors when applied in indoor settings. As seen ...
The shadow depth map algorithm is a two-pass algorithm. The first pass generates a depth map in light space. In the second pass, this map is used to compare each pixel's depth in light space against its corresponding depth in the light space depth map. ...
Figure 2. The old algorithm. Another solution instead of bias is proposed here. If the depth map cell only encountersone surface, then the depth map value is set to the same value as if there were no surfaces in that cell, i.e., the z value is set to some large value. Such a su...
The algorithm consists of five steps: (1) Each image is filtered at different orientations with bar masks of four sizes that increase with eccentricity; the equivalent filters are one or two octaves wide. (2) Zero-crossings in the filtered images, which roughly correspond to edges, are ...