In computer graphics, w-buffering is a technique for managing image depth coordinates in three-dimensional (3-D) graphics which is alternative to z-buffering. It is used in cases where z-buffering produces artifact (observational)s. W-buffering does a much better job of quantizing the depth buffer. W-buffering provides a artifact (observational)s. W-buffering does a much better job of quantizing the depth buffer. W-buffering provides a linear_representation of distance in the depth buffer, whereas z-buffering is nonlinear and allocates more bits for surfaces that are close to the eyepoint and less bits for those farther away.
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