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Visibility and Hidden Surface Removal

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The z-buffer algorithm<br />

initialize all pixels to background colour, depth to 0<br />

(representing depth of back clipping plane)<br />

for each polygon {<br />

for each pixel in polygon's projection {<br />

pz = depth of projected point<br />

if (pz >= stored depth) {<br />

store new depth pz<br />

draw pixel<br />

}<br />

}<br />

}<br />

© Machiraju/Zhang/Möller<br />

40

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