Depth buffer — where it appears
Named by 5 essays across 2 fields — each of them below, with the objects they name alongside it.
The precision a depth buffer has left
Depth is stored as an affine function of one over the distance, so half of a buffer's codes are spent before the harmonic mean of the near and far planes — twenty centimetres out of a kilometre. The resolution goes as the square of the distance, and the fix that works is not more bits.
Whole pixels cut space into shells
A disparity read to whole pixels can report only the depths fB/k, so a stereo pair does not measure distance on a scale — it chooses among 113 shells between half a metre and twelve, 6.7 cm apart at two metres and 1.39 m apart at ten. A level floor comes back as 35 standing plates. And a finer step and a better reading are different purchases: at a quarter pixel with a quarter pixel of matcher error the pair prints 449 depths and can tell 149 apart.
One depth per sample is not enough
A depth buffer keeps a single distance at each sample, so a post-process blur can only ask how far away the thing at this pixel is. Across an occluding edge that answer is two depths and an occlusion, and the gather it produces differs from the pupil's own integral by 70 per cent of full scale over a band eleven pixels wide.
A shadow map's texels land by two distances and two cosines
A renderer finds its shadows by taking a second picture from the lamp and storing a depth in every texel. Each texel reaches the screen through the surface it falls on, and how many pixels it covers there is a closed form — two focal lengths, two distances and two cosines. From a lamp beside the eye every texel lands at 0.79 px; from a lamp 40 m ahead facing back, the same map lands texels of 8.69 px on the floor 5 m out.
One warped shadow map, and what it cannot reach
The lamp facing the eye needed a shadow map 9,530 texels square — 90.8 million texels — for none of them to land on the near floor larger than a pixel. Fitted to the floor and warped by one projective parameter, the same map needs 805 thousand; nothing can do better than one texel per pixel of the eye's picture, 148 thousand. What stays out of reach is not the cosine of a surface, which a warp absorbs, but two surfaces that want different densities along one ray from the lamp.
Named alongside it
The objects these essays reach for when they reach for this one.
Camera matrixinstrument limitForeshorteningHomographyOcclusionPoint lightQuantisationSampling gridShadow projectionView frustumApertureBaseline