In technological term Z- buffering is the administration of image depth coordination in 3D graphics. It is also called as depth buffering. It is generally done in hardware and sometime in software. It is one of the idea solutions to the visibility problem. The painter?s algorithm is also another effective solution which can handle non opaque scene elements. The depth of a generated pixel is stored in a buffer when an object is rendered by a three dimensional graphic. This buffer is generally arranged as 2D array with one element for each screen pixel. The graphic card compares the two depths if another object of the scene has to render in the same pixel. After that the chosen depth is saved to the z- buffer by replacing the older one. At the end the z-buffer will enable the graphics card to perfectly regenerate the usual depth perception which is called z-culling.
Z buffer data in an area of the video editing allows to combine the 2D video elements in the 3D space, and allowing the virtual sets, passing through the wall” effects or complex effects such as mapping of the video on the surfaces. The application for Maya, named IPR, allows one to perform the post rendering texturing on the objects, using the multiple buffers such as z buffers, object id, alpha, UV coordinates as well as any data deemed very useful to post production procedure, and saving time or wasted in the re-rendering of a video. The Z buffer data got from rendering the surface from the light’s POV allows creation of the shadows in scan line renderer, just by projecting z buffer data on ground as well as affected surfaces below object.