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Algorithm for Z-Buffer Method
(a) Initialize every pixel in the viewport to the smallest value of z, namely z0 the z-value of the rear clipping plane or "back-ground". Store all values in the z-buffer.
(b) Start polygon loop i = 1 to n, n being the number of polygons.
(i) Scan convert each pixel, that is, find the value of z for each (x, y) for the polygon.
(ii) Compare it with the z′ value stored for that (x, y). If z < z′, then the new point is closer to the viewer than the previous point, and hence is visible in front of the previous point; reset z′ to the new value.
(c) End loop on i.
(d) Plot only the final z′ values in the z-buffer for all (x, y) in the viewport, with the appropriate colour or gray scale and other attributes.
Area Subdivision Method In this method, the viewport is examined for clear decisions on the polygons situated in it, in regard to their overlap and visibility to the viewer. Fo
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