Patsnap Eureka AI that helps you search prior art, draft patents, and assess FTO risks, powered by patent and scientific literature data.
8 results about "Z-buffering" patented technology
Filter
Efficacy Topic
Property
Owner
Technical Advancement
Application Domain
Technology Topic
Technology Field Word
Patent Country/Region
Patent Type
Patent Status
Application Year
Inventor
In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software. It is one solution to the visibility problem, which is the problem of deciding which elements of a rendered scene are visible, and which are hidden. Z-buffering was first described in 1974 by Wolfgang Straßer in Chapter 6 (page 6-1) of his PhD thesis. The painter's algorithm is another common solution which, though less efficient, can also handle non-opaque scene elements. The z-buffer uses the Image space method for hidden surface detection. A z-buffer can refer to a data structure or to the method used to perform operations on that structure.