For Z-buffering we have terms and definitions in 2 topics. The topics are Computer Graphics and Real Time 3D.

A process of removing hidden surfaces using the depth value stored in the Z-buffer. Before bringing in a new frame, the rendering engine clears the buffer, setting all Z-values to 'infinity'. When rendering objects, the engine assigns a Z-value to each pixel: the closer the pixel to the viewer, the smaller the Z value. When a new pixel is rendered, its depth is compared with the stored depth in the Z-buffer. The new pixel is written into the frame buffer only if its depth value is less than the stored one.
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An algorithm used in 3-D graphics to determine which objects, or parts of objects, are visible and which are hidden behind other objects. With Z-buffering, the graphics processor stores the Z-axis value of each pixel in a special area of memory called the Z-buffer. Different objects can have the same x- and y-coordinate values, but with different z-coordinate values. The object with the lowest z-coordinate value is in front of the other objects, and therefore that's the one that's displayed. An alternate algorithm for hiding objects behind other objects is called Z-sorting. The Z-sorting algorithm simply displays all objects serially, starting with those objects furthest back (with the largest Z-axis values). The Z-sorting algorithm does not require a Z-buffer, but it is slow and does not render intersecting objects correctly.
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