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<h1 class="post-title p-name">Z-Buffer 深度缓存</h1>
<div class="post-body e-content">
<h5 id="painters-algorithm-画家算法"><a href="#painters-algorithm-画家算法" class="anchor-link"><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" class="icon anchor-icon"><path d="M326.612 185.391c59.747 59.809 58.927 155.698.36 214.59-.11.12-.24.25-.36.37l-67.2 67.2c-59.27 59.27-155.699 59.262-214.96 0-59.27-59.26-59.27-155.7 0-214.96l37.106-37.106c9.84-9.84 26.786-3.3 27.294 10.606.648 17.722 3.826 35.527 9.69 52.721 1.986 5.822.567 12.262-3.783 16.612l-13.087 13.087c-28.026 28.026-28.905 73.66-1.155 101.96 28.024 28.579 74.086 28.749 102.325.51l67.2-67.19c28.191-28.191 28.073-73.757 0-101.83-3.701-3.694-7.429-6.564-10.341-8.569a16.037 16.037 0 0 1-6.947-12.606c-.396-10.567 3.348-21.456 11.698-29.806l21.054-21.055c5.521-5.521 14.182-6.199 20.584-1.731a152.482 152.482 0 0 1 20.522 17.197zM467.547 44.449c-59.261-59.262-155.69-59.27-214.96 0l-67.2 67.2c-.12.12-.25.25-.36.37-58.566 58.892-59.387 154.781.36 214.59a152.454 152.454 0 0 0 20.521 17.196c6.402 4.468 15.064 3.789 20.584-1.731l21.054-21.055c8.35-8.35 12.094-19.239 11.698-29.806a16.037 16.037 0 0 0-6.947-12.606c-2.912-2.005-6.64-4.875-10.341-8.569-28.073-28.073-28.191-73.639 0-101.83l67.2-67.19c28.239-28.239 74.3-28.069 102.325.51 27.75 28.3 26.872 73.934-1.155 101.96l-13.087 13.087c-4.35 4.35-5.769 10.79-3.783 16.612 5.864 17.194 9.042 34.999 9.69 52.721.509 13.906 17.454 20.446 27.294 10.606l37.106-37.106c59.271-59.259 59.271-155.699.001-214.959z"/></svg></a>Painter's Algorithm 画家算法</h5>
<p>起源于油画绘制方式,从后往前,依次覆盖后面的物体</p>
<p>需要对不同深度的物体进行分类来确定面与面的绘制顺序,复杂度为$O(n\log n)$,其中n为三角形的个数也存在一个无法解决的问题不能处理无法确定绘制顺序的物体例如下图互相遮挡的情况</p>
<p><img src="../../images/unresolvable_depth_order.png" alt=""></p>
<h6 id="z-buffer"><a href="#z-buffer" class="anchor-link"><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" class="icon anchor-icon"><path d="M326.612 185.391c59.747 59.809 58.927 155.698.36 214.59-.11.12-.24.25-.36.37l-67.2 67.2c-59.27 59.27-155.699 59.262-214.96 0-59.27-59.26-59.27-155.7 0-214.96l37.106-37.106c9.84-9.84 26.786-3.3 27.294 10.606.648 17.722 3.826 35.527 9.69 52.721 1.986 5.822.567 12.262-3.783 16.612l-13.087 13.087c-28.026 28.026-28.905 73.66-1.155 101.96 28.024 28.579 74.086 28.749 102.325.51l67.2-67.19c28.191-28.191 28.073-73.757 0-101.83-3.701-3.694-7.429-6.564-10.341-8.569a16.037 16.037 0 0 1-6.947-12.606c-.396-10.567 3.348-21.456 11.698-29.806l21.054-21.055c5.521-5.521 14.182-6.199 20.584-1.731a152.482 152.482 0 0 1 20.522 17.197zM467.547 44.449c-59.261-59.262-155.69-59.27-214.96 0l-67.2 67.2c-.12.12-.25.25-.36.37-58.566 58.892-59.387 154.781.36 214.59a152.454 152.454 0 0 0 20.521 17.196c6.402 4.468 15.064 3.789 20.584-1.731l21.054-21.055c8.35-8.35 12.094-19.239 11.698-29.806a16.037 16.037 0 0 0-6.947-12.606c-2.912-2.005-6.64-4.875-10.341-8.569-28.073-28.073-28.191-73.639 0-101.83l67.2-67.19c28.239-28.239 74.3-28.069 102.325.51 27.75 28.3 26.872 73.934-1.155 101.96l-13.087 13.087c-4.35 4.35-5.769 10.79-3.783 16.612 5.864 17.194 9.042 34.999 9.69 52.721.509 13.906 17.454 20.446 27.294 10.606l37.106-37.106c59.271-59.259 59.271-155.699.001-214.959z"/></svg></a>Z-Buffer</h6>
<p>主要思想</p>
<ol>
<li>对于每一个采样点或像素存储一个最小的z值(深度值)</li>
<li>存储方式与frame buffer存储颜色值的方式相同在depth buffer里存储深度值</li>
</ol>
<p>出于简化考虑我们通常认为z值始终是正数这意味着越小的值代表采样点或像素距离相机越近越大的值则代表距离越远</p>
<p>Z-Buffer会在生成渲染图的同时根据各采样点像素的深度值生成深度图,颜色越深代表距离越近,越浅则越远</p>
<p><img src="../../images/Depth_map.png" alt=""></p>
<p>算法</p>
<p>初始化depth buffer的所有值为$\infty$</p>
<p>在光栅化的流程中增加如下伪代码流程</p>
<div class="highlight"><div class="chroma">
<div class="table-container"><table class="lntable"><tr><td class="lntd">
<pre tabindex="0" class="chroma"><code><span class="lnt">1
</span><span class="lnt">2
</span><span class="lnt">3
</span><span class="lnt">4
</span><span class="lnt">5
</span><span class="lnt">6
</span><span class="lnt">7
</span></code></pre></td>
<td class="lntd">
<pre tabindex="0" class="chroma"><code class="language-s" data-lang="s"><span class="line"><span class="cl"><span class="nf">for </span><span class="p">(</span><span class="n">each</span> <span class="n">triangle</span> <span class="bp">T</span><span class="p">)</span>
</span></span><span class="line"><span class="cl"> <span class="nf">for</span><span class="p">(</span><span class="n">each</span> <span class="nf">sample</span><span class="p">(</span><span class="n">x</span><span class="p">,</span><span class="n">y</span><span class="p">,</span><span class="n">z</span><span class="p">)</span><span class="n">in</span> <span class="bp">T</span><span class="p">)</span> <span class="o">//</span>循环每一个采样点,深度值在采样时确定
</span></span><span class="line"><span class="cl"> <span class="nf">if</span><span class="p">(</span><span class="n">z</span><span class="o">&lt;</span><span class="n">zbuffer[x</span><span class="p">,</span><span class="n">y]</span><span class="p">)</span> <span class="o">//</span>判断深度值大小,确定远近
</span></span><span class="line"><span class="cl"> <span class="n">framebuffer[x</span><span class="p">,</span><span class="n">y]</span><span class="o">=</span><span class="n">rgb</span><span class="p">;</span> <span class="o">//</span>更新颜色值
</span></span><span class="line"><span class="cl"> <span class="n">zbuffer[x</span><span class="p">,</span><span class="n">y]</span><span class="o">=</span><span class="n">z</span><span class="p">;</span> <span class="o">//</span>更新深度值
</span></span><span class="line"><span class="cl"> <span class="n">else</span>
</span></span><span class="line"><span class="cl"> <span class="p">;</span> <span class="o">//</span>什么都不做,因为采样流程已经完成
</span></span></code></pre></td></tr></table></div>
</div>
</div><p>整体算法流程会形成如下图效果复杂度为O(n),n为三角形面的数量</p>
<p><img src="../../images/Z-Buffer_test.png" alt=""></p>
</div>
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