US5748863 * Oct 6, 1995 May 5, 1998 International Business Machines Corporation Method and system for fast interpolation of depth buffer values in a computer graphics display systemUS5748863 * 1995年10月6日 1998年5月5日 International Business Machines Corporation Method and system for fast ...
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...
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 ...
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 ...
to graphics hardware. Furthermore, z-buffer information is useful in other rendering effects, such as soft particles, because it amortizes the cost of generating a depth image. On the other hand, composition techniques are limited because they cannot be added easily to an existing graph...
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: ...
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...
If no depth stencil buffer is associated with the device, the return value is null. Setting this value to null disables the depth stencil operation.This property is read/write. Remarks The following restrictions apply when using this property. The multisample type must be the same for the ...
There is a need to the 3D-DDA for the solution of the hidden surface problem in the image space when using depth or Z buffer method in the field of 3D computer graphics. A hardware implementation of the 3D-DDA is accomplished for the real time applications. 展开 ...
How to Visualize the Depth Buffer in GLSL »