A-BUFFER METHOD
Drawbacks of Z-buffer Method
❑A drawback of the depth-buffer method is that it can only
find one visible surface at each pixel position.
❑In other words, it deals only with opaque surfaces and
cannot accumulate intensity values for more than one surface,
as is necessary if transparent surfaces are to be displayed.
A-BUFFER METHOD
❑The A-buffer method expands the depth buffer so that each
position in the buffer can reference a linked list of surfaces.
❑Thus, more than one surface intensity can be taken into
consideration at each pixel position, and object edges can be
antialiased.
A-BUFFER METHOD
Each position in the A-buffer has two fields:
1) depth field - stores a positive or negative real number
2) intensity field - stores surface-intensity information or a
pointer value.
A-BUFFER METHOD
❑If the depth field is positive, the number stored at that position is
the depth of a single surface overlapping the corresponding pixel
area. The intensity field then stores the RGB components of the
surface color at that point and the percent of pixel coverage.
❑If the depth field is negative, this indicates multiple-surface
contributions to the pixel intensity. The intensity field then stores a
pointer to a linked Iist of surface data.
A-BUFFER METHOD
Data for each surface in the linked list includes:
❑RGB intensity components
❑opacity parameter (percent of transparency)
❑depth
❑percent of area coverage
❑surface identifier
❑other surface-rendering parameters
❑pointer to next surface