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Lecture 6: Rasterization Pipeline (15)
GuardHei

Normally we still want to draw opaque objects from front to back even using depth buffer.

This is because nowadays hardware supports early-z to kill hidden pixels, which could reduce workloads of pixel shader.

sinood

if we have the depth values of each pixel precomputed, we can loop over the n triangles and assign a z-value based on the depth value of each. See the z-buffering pseudocode here, which computes the z-value at each pixel: https://en.wikipedia.org/wiki/Z-buffering

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