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Z-buffering
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{{See also|Graphics pipeline}} {{short description|Type of data buffer in computer graphics}} {{Multiple issues| {{Cleanup|reason=The article does not clearly explain the concept of a Depth buffer|date=April 2017}} {{More citations needed|date=February 2018}} {{Update|date=April 2017 | inaccurate=yes}} }} [[Image:Z buffer.svg|thumb|Z-buffer data]] A '''z-buffer''', also known as a '''depth buffer''', is a type of [[data buffer]] used in [[computer graphics]] to store the depth information of [[Fragmentation (computing)|fragments]]. The values stored represent the distance to the camera, with 0 being the closest. The encoding scheme may be flipped with the highest number being the value closest to camera. In a [[Graphics pipeline|3D-rendering pipeline]], when an object is projected on the screen, the depth (z-value) of a generated [[Fragment (computer graphics)|fragment]] in the projected screen image is compared to the value already stored in the buffer ('''depth test'''), and replaces it if the new value is closer. It works in tandem with the [[rasterizer]], which computes the colored values. The fragment output by the rasterizer is saved if it is not overlapped by another fragment. Z-buffering is a technique used in almost all contemporary computers, laptops, and mobile phones for generating [[3D computer graphics]]. The primary use now is for [[Video game graphics#3D|video games]], which require fast and accurate processing of 3D scenes.
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