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Z buferizaciya angl Z buffering insha nazva glibinna buferizaciya angl depth buffering algoritm yakij vidpovidaye za stvorennya zobrazhen 3D ob yektiv spirayuchis na glibinu elementiv zobrazhennya Zazvichaj realizuyetsya na aparatnomu rivni inodi v programnomu zabezpechenni Ye odnim z rishen problemi vidimosti ob yektiv ta popikselnim uzagalnennyam algoritmu hudozhnika Princip diyi Z buferaPri stvorenni vizualizaciyi 3D ob yektu jogo glibina generuyetsya na osi Z koordinat i zberigayetsya u Z buferi Sam bufer zazvichaj yavlyaye soboyu dvomirnij masiv X Y koordinat iz odnim elementom glibinoyu dlya kozhnogo ekrannogo pikselya Koli inshij ob yekt sceni povinen buti vidobrazhenij u comu pikseli zaraz todi porivnyuyetsya dvi glibini ta perekrivayetsya potochnij piksel yaksho ob yekt znahoditsya blizhche do sposterigacha Obrana glibina zberigayetsya v Z buferi i zaminyuye poperednyu Zreshtoyu Z bufer dozvolyaye pravilno vidtvoryuvati zvichne dlya nas sprijnyattya glibini blizhchij do nas ob yekt perekrivaye nastupni sho roztashovuyutsya za nim nevidimih poverhon Dlya Z buferizaciyi ye kritichnim rozdilna zdatnist buferu Chim vona visha tim krashe vidobrazhayutsya glibina ob yektiv sceni Tak 16 rozryadnij bufer dozvolyaye porivnyati za glibinoyu lishe 64 tis tochok Mozhut z yavitisya tak zvani artefakti angl z fighting koli dva ob yekti znahodyatsya duzhe blizko odin do odnogo ale mayut odnakovu glibinu Todi yak Z bufer na 24 rozryadi maye rozdilnu zdatnist 16 mln 32 rozryadi vzhe dva milyardi Zmist 1 Vikoristannya 2 Evolyuciya 3 Vidsikannya nevidimih poverhon 4 Algoritm 5 Matematika 5 1 Vidobrazhennya neruhomoyi komi 6 Div takozh 7 Primitki 8 DzherelaVikoristannya RedaguvatiZ buferizaciya dozvolyaye poyednuvati 2D elementi u trivimirnomu prostori stvoryuyuchi dekoraciyi a takozh skladni efekti taki yak vidobrazhennya riznih tipiv poverhon Napriklad 3D redaktor Maya dozvolyaye vikonuvati post rendering tekstur dlya odnogo ob yektu pri comu vikoristovuyuchi kilka buferiv na kshtalt Z buferu a bufer a koeficiyent prozorosti identifikator ob yektu koordinati rozgortki angl UV mapping ta bud yaki inshi koordinati neobhidni dlya post obrobki ekonomlyachi pri comu chas na modelyuvannya oskilki bez yih vikoristannya potribno b bulo povtorno stvoryuvati ob yekt Z bufer mistit dani dlya otrimannya renderingu vizualizaciyi vidobrazhennya poverhon dozvolyaye stvoryuvati tini v scanline vizualizaciyi proektuyuchi Z bufer vniz stvoryuyuchi efekt tini Cej proces analogichnij do togo yakij nazivayut ne trasovani promeni angl non raytracing ta vikoristovuyut u bezkoshtovnih ta vidkritih 3D paketah Evolyuciya RedaguvatiPri nedostatno velikomu stupeni detalizaciyi mozhut vinikati problemi z yakistyu Koli znachennya vidstani sho mistyatsya u Z buferi nerivnomirno rozpodileni na vsij vidstani Blizhchi znachennya zavzhdi tochnishi i vidobrazhayutsya krashe nizh ti yaki znahodyatsya dali Yak pravilo ce i potribno prote inodi ce viklikaye artefakti zobrazhennya koli dalnij ob yekt perekrivayetsya blizhnim Z buferizaciya yaka dozvolyaye tochnishe rozpodilyati zobrazhennya nazivayut W buferizaciya Kozhna nova scena sprichinyuye ochishennya Z bufera shob otrimati nove znachennya yak pravilo 1 abo 0 oskilki ci znachennya ye krajnimi dlya viznachennya glibini u shkali vid 0 do 1 tobto ob yekt prisutnij ne prisutnij v cij tochci vidimogo prostoru Vinahid Z buferizaciyi pov yazuyut iz imenem Edvina Ketmella hocha sam proces vpershe opisav Volfgan Shtrasser Wolfgang Strasser u svoyij disertaciyi 1974 roku1 Na suchasnih komp yuternih 3D videokartah v procesi stvorennya zobrazhennya Z buferizaciya vikoristovuye znachnij ob yem dostupnoyi pam yati Tomu odnim iz golovnih zavdan dlya virobnikiv obladnannya staye zmenshennya vikoristannya pam yati Z buferom ne zmenshuyuchi pri comu yakosti zobrazhennya Tak odnim iz metodom Z Compression ye stisnennya j rozpakuvannya zobrazhennya buferu oskilki vono zajmaye menshe pam yati Inshim metodom ye Fast Z Clear shvidke ochishennya Z bufera Pislya pobudovi i vivedennya zobrazhennya na ekran informaciya sho rozmishuyetsya u Z buferi vzhe neaktualna tomu stirayetsya Z bufer obnulyayetsya ale vzhe ne zapisuyutsya okremi znachennya a vikoristovuyutsya bloki yaki zamishayut kilka znachen odrazu Vidsikannya nevidimih poverhon Redaguvati nbsp Perekrittya ob yektiv abo angl Z fightingU procesi vizualizaciyi vidsikannya nevidimih poverhon na osnovi glibini angl Z culling dozvolyaye zbilshiti produktivnist pri jogo renderingu prote ye dovoli resursomistkimi Ce pryamij naslidok Z buferizaciyi koli glibina kozhnogo pikselyu porivnyuyetsya iz glibinoyu nayavnoyi geometriyi za yakim vona mozhe buti prihovana Pri vikoristanni Z bufera piksel vidsikayutsya chi ne vidsikayutsya yak tilki staye vidomoyu jogo glibina ce dozvolyaye uniknuti proces teksturuvannya j osvitlennya togo pikselyu yakij mi ne bachimo v sceni za bud yakih obstavin Do togo zh znachni resursi sistemi yaki buli b potribni pri prorisovci pikselnih shejderiv yak pravilo ne vikonuyutsya dlya vidsichenih pikseliv Ce robit vidsikannya nevidimih poverhon horoshim kandidatom dlya optimizaciyi v situaciyah koli shvidkist teksturuvannya osvitlennya abo pikselnih shejderiv ye vuzkim miscem U toj chas Z buferizaciya dozvolyaye geometriyi sortuvati poligoni za rahunok zbilshennya glibini pri comu vikoristovuye algoritm zvorotnoyi palitri algoritm hudozhnika i dozvolyaye na kozhen ekrannij piksel vitrachati menshij chas Ce mozhe zbilshiti produktivnist v shvidkih scenah z velikoyu kilkistyu pererisovok ale take poyednannya iz Z buferizaciyeyu strazhdaye serjoznimi problemami takimi yak nbsp Poligoni poslidovno zakrivayut odin odnogo poligoni mozhut perekrivati odin odnogo trikutnik A zakrivaye V V zakrivaye S S zakrivaye A i nemozhlivo viznachiti najblizhchu do glyadacha tochku na trikutniku napriklad yaksho sortuvati trikutniki za centroyidom najblizhchoyu chi najviddalenishoyu tochkoyu to vse odno mozhliva situaciya sho A blizhchij nizh V ale trikutnik V povinen buti zobrazhenij pershim Takim chinom algoritm zvorotnoyi palitri ne mozhe buti vikoristanim yak alternativa do procesu vidsikannya nevidimih poverhon za vinyatkom optimizaciyi Dlya prikladu dlya optimizaciyi mi mozhemo otrimati poligoni sortovani u X Y koordinatah i Z glibinoyu sho zabezpechuye mezhu dlya shvidkogo viznachennya dvoh poligoniv sho mozhut perekrivati odin odnogo Algoritm RedaguvatiDano spisok poligoniv P1 P2 Pn Vihid kolorovij masiv sho pokazuye intensivnist vidobrazhennya poverhon poligona Vvedennya note z depth and z buffer x y is positive z buffer x y max depth and COLOR x y background color Pochatok for each polygon P in the polygon list do for each pixel x y that intersects P do Calculate z depth of P at x y If z depth lt z buffer x y then z buffer x y z depth COLOR x y Intensity of P at x y display COLOR array Matematika RedaguvatiDiapazon znachen glibini v prostori 3D proyekciya vizualizaciya znachen takih yak blizko n e a r displaystyle mathit near nbsp i dalekof a r displaystyle mathit far nbsp ta znachennyam z displaystyle z nbsp Pislya peretvorennya proyekciya perspektivi zminyuyetsya na novi znachennya z z displaystyle z nbsp na z displaystyle z nbsp ce viznachayetsya za formuloyu z f a r n e a r f a r n e a r 1 z 2 f a r n e a r f a r n e a r displaystyle z frac mathit far mathit near mathit far mathit near frac 1 z left frac 2 cdot mathit far cdot mathit near mathit far mathit near right nbsp Pislya cogo proyekciya otrimuye novi znachennya z displaystyle z nbsp abo z displaystyle z nbsp viznachayetsya za formuloyu z 2 z n e a r f a r n e a r 1 displaystyle z 2 cdot frac z mathit near mathit far mathit near 1 nbsp yaksho z displaystyle z nbsp maye stare znachennya z displaystyle z nbsp u prostori yiyi chasto nazivayut w displaystyle w nbsp abo w displaystyle w nbsp Otrimani znachennyaz displaystyle z nbsp urivnyuyut mizh znachennyam 1 ta 1 de n e a r displaystyle mathit near nbsp znachennya ploshini vid 1 ta f a r displaystyle mathit far nbsp ploshina yaka dorivnyuye 1 Znachennya za mezheyu cogo diapazonu ye tochkam nevidimogo prostoru tomu ne vidobrazhayutsya Vidobrazhennya neruhomoyi komi Redaguvati Yak pravilo vsi znachennya zberigayutsya u Z buferi videokarti v formati fiksovanoyi tochki Spochatku yih privodyat do bilsh zagalnih znachen 0 1 shlyahom zamini vidpovidnih peretvoren z 2 z 1 1 2 displaystyle z 2 frac left z 1 1 right 2 nbsp zgidno poperednoyi formuli z f a r n e a r 2 f a r n e a r 1 z f a r n e a r f a r n e a r 1 2 displaystyle z frac mathit far mathit near 2 cdot left mathit far mathit near right frac 1 z left frac mathit far cdot mathit near mathit far mathit near right frac 1 2 nbsp Nastupnim krokom zgidno navedenoyi vishe formuli ye mnozhennya S 2 d 1 displaystyle S 2 d 1 nbsp de d glibina Z bufera zazvichaj 16 24 chi 32 biti otrimanij rezultat okruglyuyetsya do cilogo chisla 1 z f z 2 d 1 f a r n e a r 2 f a r n e a r 1 z f a r n e a r f a r n e a r 1 2 displaystyle z f left z right left lfloor left 2 d 1 right cdot left frac mathit far mathit near 2 cdot left mathit far mathit near right frac 1 z left frac mathit far cdot mathit near mathit far mathit near right frac 1 2 right right rfloor nbsp Cya formula mozhe buti obernenoyu i utvoryuye u rozrahunkah Z bufera tak zvanu zernistist pro yaku govorilos vishe Obernenim do cogo f z displaystyle f left z right nbsp z f a r n e a r z S f a r n e a r f a r S f a r n e a r z f a r n e a r f a r S displaystyle z frac mathit far cdot mathit near frac z S left mathit far mathit near right far frac mathit S cdot far cdot mathit near z left mathit far mathit near right far cdot S nbsp where S 2 d 1 displaystyle S 2 d 1 nbsp Rozdilna zdatnist Z bufera termin koli tochka oglyadu kamera otrimuye dodatkovi znachennya rezultativ minimalnih zmin i zberigaye yih u Z buferi yak znachennya 1 chi 1 Tomu rozdilna zdatnist mozhe buti rozrahovana z pohidnogo z displaystyle z nbsp as a function of z displaystyle z nbsp d z d z 1 1 S f a r n e a r z f a r n e a r f a r S 2 f a r n e a r displaystyle frac dz dz frac 1 cdot 1 cdot mathit S cdot far cdot mathit near left z left mathit far mathit near right far cdot S right 2 cdot left mathit far mathit near right nbsp Vizualizaciya tla ob yekta yavlyaye soboyu z displaystyle z nbsp by the above f z displaystyle f left z right nbsp d z d z 1 1 S f a r n e a r f a r n e a r S f a r n e a r z f a r f a r S 2 displaystyle frac dz dz frac 1 cdot 1 cdot mathit S cdot far cdot mathit near cdot left mathit far mathit near right left mathit S cdot left frac mathit far cdot mathit near z mathit far right far cdot S right 2 nbsp f a r n e a r z 2 S f a r n e a r displaystyle frac left mathit far mathit near right cdot z 2 S cdot mathit far cdot mathit near nbsp z 2 S n e a r z 2 S f a r displaystyle frac z 2 S cdot mathit near frac z 2 S cdot mathit far nbsp z 2 S n e a r displaystyle frac z 2 S cdot mathit near nbsp Ce pokazuye sho znachennya z displaystyle z nbsp zgrupovani shilnishe poruch z n e a r displaystyle mathit near nbsp ploshinoyu a dali vzhe ridshe ce daye zmogu otrimati bilshu tochnist blizhche do kameri Sho menshe n e a r f a r displaystyle mathit near mathit far nbsp spivvidnoshennya tim mensha tochnist n e a r displaystyle mathit near nbsp zadnogo tla ploshini oskilki chastinki rozmishuyutsya zanadto tisno voni stayut prichinoyu artefaktiv vizualizaciyi u viddalenih ob yektah 2 U Z buferi virahovuyutsya znachennya i linijno interpolyuyutsya cherez ekrannij prostir mizh vershinami potochnogo bagatokutnik ci promizhni znachennya yak pravilo zberigayetsya v Z buferi u formati neruhomoyi komi Div takozh RedaguvatiAlgoritm Scanline Ob yemnij renderingPrimitki Redaguvati The OpenGL Organization Open GL FAQ 12 The Depth buffer Arhiv originalu za 20 chervnya 2010 Procitovano 1 listopada 2010 Gregory Massal Depth buffer the gritty details Arhiv originalu za 3 serpnya 2008 Procitovano 3 serpnya 2008 Dzherela RedaguvatiNote 1 see W K Giloi J L Encarnacao W Strasser The Giloi s School of Computer Graphics Computer Graphics 35 4 12 16 Otrimano z https uk wikipedia org w index php title Z buferizaciya amp oldid 36257517