Fast, low memory Z-buffering when performing medium-quality rendering

  • Authors:
  • Eric Haines;Steven Worley

  • Affiliations:
  • 3D/EYE Inc., 1050 Craft Road, Ithaca, NY;405 El Camino Real, Suite 121, Menlo Park, CA

  • Venue:
  • Journal of Graphics Tools
  • Year:
  • 1996

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Abstract

This article presents algorithms which both improve performance and decrease memory costs when using a Z-buffer for medium-quality rendering. The crux of the method is to perform rendering in two passes; the first quickly renders only Z-depth values, the second does all shading calculations. This method allows the reuse of memory used to store the Z-depths and colors, as only one of these two values is needed at any given moment for any given pixel. It also eliminates all unnecessary shading/shadowing/texturing calls, which typically take the majority of computation time in medium-quality algorithms.