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Computer Graphics - Interview Questions
How does the Z-buffer algorithm work for hidden surface removal? What are some potential issues with this method?
The Z-buffer algorithm is a hidden surface removal technique used in 3D computer graphics. It operates by maintaining a depth value (Z) for each pixel on the screen, representing the distance from the camera to the closest object at that pixel. During rendering, the algorithm compares the depth of incoming fragments with the stored Z values. If the new fragment is closer, it updates the color and Z-value; otherwise, it discards the fragment.

Potential issues with the Z-buffer method include :

1. Limited precision : The finite resolution of the Z-buffer can cause artifacts like Z-fighting, where two surfaces are close together, leading to flickering or overlapping.
2. Transparency handling : Z-buffer struggles with transparent objects since they require blending multiple layers based on their opacity, which isn’t supported directly.
3. Memory consumption : Storing depth information for every pixel increases memory usage, especially for high-resolution displays.
4. Overdraw : Fragments may be processed even if eventually discarded, wasting computational resources.

Despite these limitations, the Z-buffer algorithm remains popular due to its simplicity and widespread hardware support.
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