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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.
* Initialise d & pi* for each vertex v within V( g ) g.d[v] := infinity g.pi[v] := nil g.d[s] := 0; * Set S to empty * S := { 0 } Q := V(g) * While (V-S)
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