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 ...
在打开深度测试的情况下,可以通过设置depth mask,禁止写入depth buffer而使用read-only depth buffer: glDepthMask(GL_FALSE); 除了depth test外,其实现代GPUs也允许一些别的测试提前于fragment shader发生,比如: stencil test、The pixel ownership test、scissor test(OpenGL4.2起最后两个总是提前发生)。 References:...
or equal to the value in the depth buffer it will render, otherwise the fragment is discarded/culled. We could instead useZTest Greater, to only render an object if a closer object has already written to the buffer. e.g. In order to show a silhouette of the object when it is occluded...
KL Novins,FX Sillion,DP Greenberg - 《Acm Siggraph Computer Graphics》 被引量: 97发表: 1990年 Depth bounds testing 1. A method for rendering a volume within a scene, comprising: rendering a set of pixels of the scene to fill a depth buffer with depth values associated with the set of ...
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 graphic... JMV Dyke,James E. Margeson III 被引量: 79发表: ...
The computer system of claim 1, wherein modifying the third set of depth values in the depth buffer to eliminate the non-essential discontinuities is performed by: generating a mask that distinguishes, relative to the depth buffer, the non-content region from content regions, including the first...
Here’s how it works: every rasterized pixel not only has its RGB values written to the color buffer but also has its Z value written to the depth buffer. OpenGL “rejects” occluded pixels by checking whether their Z value is greater than the Z value that’s already in the depth ...
Rokita, P. 1993. "Fast Generation of Depth of Field Effects in Computer Graphics."Computers & Graphics17(5), pp. 593–595. Scofield, Cary. 1994. "2½-D Depth of Field Simulation for Computer Animation." InGraphics Gems III, edited by David Kirk. Morgan Kaufmann. ...
The number of bits used to hold a screen pixel. Also called "pixel depth" and "bit depth," the color depth is the maximum number of colors that can be displayed. True Color (24-bit color) is required for photorealistic images and video, and modern graphics cards support this bit depth...