
Hidden Surface Removal (HSR) is the process of determining which surfaces (or parts of surfaces) of 3D objects are visible from a viewpoint and which are hidden...
Hidden Surface Removal (HSR) is the process of determining which surfaces (or parts of surfaces) of 3D objects are visible from a viewpoint and which are hidden behind other objects.
The Z-buffer (Depth Buffer) technique is one of the most widely used methods for HSR.
Z-buffering stores depth information for each pixel on the screen to determine which surfaces are visible.
Each pixel has a depth value (z-value) representing its distance from the viewer.
When rendering a polygon:
Initialize Buffers
Scan Each Polygon
Update Buffers
If the polygon pixel is closer than the current Z-buffer value:
Result
| Aspect | Description |
|---|---|
| Purpose | Remove hidden surfaces in 3D rendering |
| Technique | Z-buffer (depth buffer) |
| How it works | Stores depth per pixel; updates color only if new depth is closer |
| Pros | Simple, general, hardware-friendly |
| Cons | Memory usage, limited depth precision, transparency handling |
Key Points:
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