Question
Many GPUs implement a technique similar to mipmapping called “Hierarchical-[this letter]” or “Hi-[this letter]” that can reject larger regions. It’s not “g”, but the technique in which opaque objects are first rendered with a vertex shader without using a pixel shader is called “[this letter]-prepass”; that technique is useful because it populates a structure also named for this letter. A phenomenon in which attempting to render intersecting shapes makes them flicker back and forth is known as this letter’s (*) “fighting”. The rasterization step of a graphics pipeline uses a “buffer” named for this letter that determines which meshes are hidden behind others. In 2D game engines, a value represented by this letter determines the order that overlapping sprites are rendered in, just like how CSS uses this letter’s “index”. For 10 points, name this letter that represents the third axis in 3D Cartesian coordinates. ■END■
ANSWER: Z [accept z-buffer, z-fighting, etc.; prompt on “depth” with “what letter represents depth?”]
<AW>
= Average correct buzz position
Conv. % | Power % | Average Buzz |
---|
100% | 80% | 76.00 |
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