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Visibility and Hidden Surface Removal

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z-buffer algorithm revisited<br />

• One of the simplest <strong>and</strong> most widely used<br />

• Hardware & OpenGL implementation<br />

common<br />

glutInitDisplay(GLUT_RGB | GLUT_DEPTH);<br />

glEnable(GL_DEPTH_TEST);<br />

• Use a depth buffer to store depth of closest<br />

object encountered at each position (x, y) on<br />

the screen – depth buffer part of the frame<br />

buffer<br />

• Works in image © space Machiraju/Zhang/Möller <strong>and</strong> at image precision<br />

39

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