Rendering involves a lot of caching, where the caching is just a simple rectangular block of memory with pixel data, the most important being the frame buffer and depth buffer.
The frame buffer stores the color of each pixel, that is, the rendered image. There may be multiple formats for colors, but for the current discussion, formatting differences are not considered. The frame buffer is often in memory, and the graphics card continuously reads this memory and converts the binary data to the appropriate signal received by the CRT. The so-called double-buffering technology is to prevent images from being displayed before they are fully rendered. At this point, two frame buffers are actually used, one for storing the currently displayed image and the other for storing the rendered image offline.
Once the rendering is done and you are ready to display, you can switch caches in two ways:
(1) If page switching technology is used, the command display card starts to read data from the offline cache and then reverses the two cached roles. The current display cache becomes offline cache.
(2) The offline cache can also be copied to the display cache.
The following figure shows the double-cache situation:
Another important cache for rendering is the depth cache - also known as z-buffer. The depth buffer does not store the colors of the pixels, but instead uses the depth information of the pixels. There are many different variations of depth information stored in the cache, but they basically reflect the distance of the object to the camera. In practice, the z coordinate of the clipping space is usually saved. This is the origin of the z-buffer name.
The depth buffer is generally used to calculate the occlusion between objects. When the triangle is rasterized, the interpolation depth of each pixel is calculated. Before the pixel is rendered, this depth value is compared with the depth value of the pixel in the depth buffer. If the new depth is farther from the camera than the existing value, the new pixel is discarded; otherwise the pixel color is written to the frame buffer and used The new more recent value updates the depth cache. Before starting a new rendering, remember to set the z-buffer values ​​to infinity (in clipping space, this value is 1.0) so that the first batch of pixels can pass the depth test. Generally, double buffering is not set for the z-buffer.
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Zcoin is a digital currency that aims to create a truly anonymous method of trading.
One big obstacle to Bitcoin's emergence as an electronic currency is that all its transactions are visible on a public blockchain. As a result, Bitcoin's interchangeability has been controversial. Some people or companies (mainly exchanges) will not accept bitcoins for certain addresses. Such scrutiny runs counter to Bitcoin's core philosophy.
Zibo is the latest attempt to create a currency that can be verified without knowing the input and output of a cryptographic signature. This is called a zero-knowledge proof. DASH and Monero are two other digital currencies that are also trying to solve the same problem using different encryption methods.
The whole world is buzzing about zeros. A lot of people respect the Zibo development team. They have received investments from prominent Bitcoin venture capital firms such as Pantera, Distributed Capital, and Digital Currency Group. Bitcoin luminaries such as Roger Ver, Erik Voorhees, Barry Silbert, and Li Xiaolai have invested in Zcoin out of their own pockets. Confirmation bias is an important factor in why investors choose one project over another. If the leading players in the bitcoin industry are investing, it must be a good thing, right?
Unfortunately, Zcoin did not issue an initial currency offering (ICO) to investors. ZEC is the three-digit currency code for zerocoin. ZEC will initially be mined, just like Bitcoin. But unlike Bitcoin, which was full of unknowns when it was first launched, ZEC's founding block is a high-profile one. ZEC prices have skyrocketed because of extreme demand.
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