Z-Buffering is an algorithm used in 3D graphics (for example 3D configurators) to ensure that perspective in the virtual world works exactly as it does in the real world. A fixed object in the foreground blocks the view of one behind it. They have seen this in the real world when someone stands between them and the TV. Z-Buffering is a kind of algorithm known as Visual Surface Determination (VSD) algorithm.

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Z buffering works by testing the pixel depth and comparing the current position (z coordinate) with data stored in a buffer (called a z buffer) containing information about the last position of each pixel. The pixel closer to the viewer is the one that is displayed, just as the person in front of the TV is what the viewer sees, not the screen.

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Z buffering is one of three VSD algorithms commonly used for this purpose. The other two, BSP trees and depth sorting, work with polygons and are therefore less effective for representing motion and overlap. Because it works at the pixel level, Z-buffering can be demanding in terms of memory and processing time. However, the more complex and realistic simulation of real object dynamics ensures continued popularity as a 3D graphics development tool.

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