How do you exactly get the z value of a triangle? Is this determined by the user or just by looking at the picture?

ZizhengTai

Looking at the code it seems like each pair of (x, y) can be processed independently. In practice, since GPUs are so good at parallel work, is this algorithm implemented in a parallel fashion?

mie-h

Would it recalculate the zbuffer every time the objects displayed on the screen move? Can the buffer store more than just the closest sample?

chetanaramaiyer

I'm a little confused by what this means by the "closest sample so far". What are we calculating the closest sample to? I understand that the Z-buffer algorithm is trying to get rid of the hidden surfaces in order to solve the issue that the painter's algorithm faced. But, is it that we want to find the minimum z value so that we can find the part of the scene that is closest to the viewer or farthest from the viewer? And once we have the zbuffer (depth buffer), what do we do with it?

How do you exactly get the z value of a triangle? Is this determined by the user or just by looking at the picture?

Looking at the code it seems like each pair of

`(x, y)`

can be processed independently. In practice, since GPUs are so good at parallel work, is this algorithm implemented in a parallel fashion?Would it recalculate the zbuffer every time the objects displayed on the screen move? Can the buffer store more than just the closest sample?

I'm a little confused by what this means by the "closest sample so far". What are we calculating the closest sample to? I understand that the Z-buffer algorithm is trying to get rid of the hidden surfaces in order to solve the issue that the painter's algorithm faced. But, is it that we want to find the minimum z value so that we can find the part of the scene that is closest to the viewer or farthest from the viewer? And once we have the zbuffer (depth buffer), what do we do with it?