The Z-buffer algorithm is a convenient algorithm for rendering images properly according to depth. To begin with, a buffer containing the closest depth at each pixel location is created parallel to the image buffer. Each location in this depth buffer is initialized to negative infinity. Now, the zIntersect and dzPerScanline fields are added to each edge record in the polyfill algorithm. For each point that is to be rendered, the depth of the point against the depth of the point at the desired pixel location. If the point depth is greater than the depth at the current pixel, the pixel is colored with the new color and the depth buffer is updated. Otherwise, the point is not rendered because it is behind another object.
function of a frame buffer in computer?
The front buffer is the image that is currently being displayed on the screen. The back buffer is the image that is being drawn to by a program. These switch back and forth, (moreover the information is transferred from the back to the front buffer), which lets the program draw exclusively to back buffer, where it will not be slowed down by the screen's refresh rate, as it would be if every element were drawn directly to the screen.
The problem has to do with two processes, the producer and the consumer, who share a common, fixed-size buffer. The producer's job is to generate a piece of data, put it into the buffer and start again. At the same time the consumer is consuming the data (i.e. removing it from the buffer) one piece at a time. The problem is to make sure that the producer won't try to add data into the buffer if it's full and that the consumer won't try to remove data from an empty buffer
When alkali or acid is added to a pH solution, a binding buffer will help prevent the pH from changing. There is also the elution buffer which is used to clean out any proteins which are leftover.
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concentration of buffer effects in buffer strength
an anti-aliased hidden surface method
The z-buffer holds information about the depth of a 3D scene. Specifically, it holds information about the coordinates of each object in the scene, so that the CPU/GPU knows the order in which objects should be drawn.The frame buffer is a more physical thing. Your computer monitor stores information for the next image it's going to draw in the frame buffer.
ok
i wish i new bc i need it too
I don't know how to make the solution below. Low salt buffer: 10 mM phosphate buffer, 10 mM NaCl, pH 7.4. Could you tell me the method in detail?
it would be [X * Y * color depth(in bits)] this would give you the the frame buffer size in bits. Example: Say we had a resolution of 1280 x 1024 and a color depth of 4 bits. we would go 1280 * 1024 * 4 to give us 5242880 bits then to get bytes we divide by 8 to get 655360 bytes then to get kilobytes we divide by 1024 (Remember computers are base 2) 640 kilobytes so a computer running at 1280 x 1025 with a color depth of 4 bits requires a frame buffer of 640 kilobytes.
Crude is the alternative method. This is the same thing as EIT.
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A case study is a research method that involves an in-depth analysis of a single person, group, event, or situation. It allows researchers to gather detailed and comprehensive information about the subject of study and can provide valuable insights into individual experiences and behaviors.