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  2. Stencil buffer - Wikipedia

    en.wikipedia.org/wiki/Stencil_buffer

    The stencil buffer typically shares the same memory space as the Z-buffer, and typically the ratio is 24 bits for Z-buffer + 8 bits for stencil buffer or, in the past, 15 bits for Z-buffer + 1 bit for stencil buffer. Another variant is 4 + 24, where 28 of the 32 bits are used and 4 ignored.

  3. Shadow volume - Wikipedia

    en.wikipedia.org/wiki/Shadow_volume

    Alternatively one can give the stencil buffer a +1 bias for every shadow volume the camera is inside, though doing the detection can be slow. There is another potential problem if the stencil buffer does not have enough bits to accommodate the number of shadows visible between the eye and the object surface, because it uses saturation arithmetic.

  4. Per-pixel lighting - Wikipedia

    en.wikipedia.org/wiki/Per-pixel_lighting

    This technique uses the stencil buffer to specify areas of the screen that correspond to surfaces that lie in a "shadow volume", or a shape representing a volume of space eclipsed from a light source by some object. These shadowed areas are typically shaded after the scene is rendered to buffers by storing shadowed areas with the stencil buffer.

  5. Direct Rendering Infrastructure - Wikipedia

    en.wikipedia.org/wiki/Direct_Rendering...

    In DRI2, the allocation of the private offscreen buffers (back buffer, fake front buffer, depth buffer, stencil buffer, ...) for a window is done by the X Server itself. [ 15 ] [ 16 ] DRI clients retrieve those buffers to do the rendering into the window by calling operations such as DRI2GetBuffers and DRI2GetBuffersWithFormat available in the ...

  6. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. The depth is stored as a height map of the scene, the values representing a distance to camera, with 0 being the closest.

  7. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    Depth buffer A bitmap image holding depth values (either a Z buffer or a W buffer), used for visible surface determination, during rasterization of 3D scenes Depth map A bitmap image or texture map holding depth values. Similar to a height map or displacement map, but usually associated with a projection. Depth value

  8. Elan Graphics - Wikipedia

    en.wikipedia.org/wiki/Elan_Graphics

    The Elan Graphics system also implemented hardware stencil buffering by allocating 4 bits from the Z-buffer to produce a combined 20-bit Z, 4-bit stencil buffer. [ 2 ] Elan Graphics consists of five graphics subsystems: the HQ2 Command Engine, GE7 Geometry Subsystem, RE3 Raster Engine, VM2 framebuffer and VC1 Display Subsystem.

  9. Z-fighting - Wikipedia

    en.wikipedia.org/wiki/Z-fighting

    Z-fighting which cannot be entirely eliminated in this manner is often resolved by the use of a stencil buffer, or by applying a post-transformation screen space z-buffer offset to one polygon which does not affect the projected shape on screen but does affect the z-buffer value to eliminate the overlap during pixel interpolation and comparison ...

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