3D Fundamentals Tutorial 11

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Things that are behind get covered up by things that are in front.

Video

The tutorial video is on YouTube here.

[Expand]
  • The need for occlusion in scenes with multiple objects 0:24
  • Solution: the z-buffer: simple, elegant & performant 2:27
  • Implementation in code 7:06
  • If done well, Z-testing can reduce rendering time 9:54
  • Scene definitions and demo 10:58
  • Differences with Hardware APIs 11:50
  • Dealing with translucent pixels and depth 13:58
  • Next up: vertex shaders and working towards dynamic lighting effects 15:00

Downloads

The GitHub repository for the tutorial code is here.

Paper on depth precision

See also