Z-Buffering, in computer graphics, is the management of the (x-y) image depth coordinates in 3D graphics. It is one solution to the visibility problem of deciding which elements of a rendered scene are drawn in front, and which are hidden. When an object is rendered by a 3D video card, the depth of a generated pixel (z coordinate) is stored in a buffer (the z-buffer). This buffer is usually arranged as a two-dimensional array (x-y), one element for each screen pixel. If another object of the scene must be rendered in the same pixel, the video card compares the two depths and chooses the one closest to the observer. The chosen depth is then saved to the z-buffer, replacing the old one. Therefore, the z-buffer allows the video card to correctly reproduce the usual depth perception.
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