Z-fighting

https://en.wikipedia.org/wiki/Z-fighting

Z-fighting, also called stitching, is a phenomenon in 3D rendering that occurs when two or more primitives have similar or identical values in the z-buffer. It is particularly prevalent with coplanar polygons, where two faces occupy essentially the same space, with neither in front. Affected pixels are rendered with fragments from one polygon or the other arbitrarily, in a manner determined by the precision of the z-buffer. It can also vary as the scene or camera is changed, causing one polygon to “win” the z test, then another, and so on. The overall effect is a flickering, noisy rasterization of two polygons which “fight” to color the screen pixels. This problem is usually caused by limited sub-pixel precision and floating point and fixed point round-off errors.

The more z-buffer precision one uses, the less likely it is that z-fighting will be encountered. But for coplanar polygons, the problem is inevitable unless corrective action is taken.

As the distance between near and far clip planes increases and in particular the near plane is selected near the eye, the greater the likelihood exists that z-fighting between primitives will occur. With large virtual environments inevitably there is an inherent conflict between the need to resolve visibility in the distance and in the foreground, so for example in a space flight simulator if you draw a distant galaxy to scale, you will not have the precision to resolve visibility on any cockpit geometry in the foreground (although even a numerical representation would present problems prior to z-buffered rendering). To mitigate these problems, z-buffer precision is weighted towards the near clip plane, but this is not the case with all visibility schemes and it is insufficient to eliminate all z-fighting issues.

Mitigation[edit]

The effect seen on two coplanar polygons
Z-fighting can be reduced through the use of a higher resolution depth buffer, by z-buffering in some scenarios, or by simply moving the polygons further apart. Z-fighting which cannot be entirely eliminated in this manner is often resolved by the use of a stencil buffer, or by applying a post transformation screen space z-buffer offset to one polygon which does not affect the projected shape on screen, but does affect the z-buffer value to eliminate the overlap during pixel interpolation and comparison. Where z-fighting is caused by different transformation paths in hardware for the same geometry (for example in a multi-pass rendering scheme) it can sometimes be resolved by requesting that the hardware uses invariant vertex transformation.

Z-fighting which is caused by insufficient precision in the depth buffer can be resolved by simply reducing the visible distance in the world. This reduces the distance between the near and far planes, and solves the precision issue. However, in certain virtual environments, such as a space simulator, or a flight simulator, this is not possible. Alternative techniques exist in these cases. One of these techniques is to “simulate” the distance of objects far from the user without actually changing their position. For example, if the maximum safe view distance (beyond which z-fighting occurs) is 10,000 units, and an object to be rendered is 15,000 units away, that object could instead be rendered at 10,000 units but it could be scaled down in proportion to the distance that it was moved. So, an object that has been scaled down by half will look like it is twice as far as it actually is. If this is done only for objects that are already close to, or at, the maximum view distance, and objects close to the user are rendered normally, this technique should not be noticeable. Another technique that is utilized to reduce or completely eliminate Z-fighting is switching to a logarithmic Z-buffer, reversing Z. This technique is seen in the game Grand Theft Auto V. Due to the way they are encoded, floating point numbers have much more precision when closer to 0. Here, reversing Z leads to more precision when storing the depth of very distant objects, hence greatly reducing Z-fighting.[1]

### VTK 中解决 Z-Fighting 的技术方案 在计算机图形学中,Z-Fighting 是一种由于两个或多个人工几何体共享几乎相同的深度值而导致的视觉伪影现象。这种问题通常发生在 OpenGL 渲染过程中,而 VTK(Visualization Toolkit)作为基于 OpenGL 的可视化库同样会遇到此类问题。 #### 一、Z-Fighting 的成因 当两个多边形非常接近或者完全重叠时,在深度缓冲区计算的过程中可能会因为浮点精度不足导致错误的结果。这使得某些像素可能交替属于不同的多边形,从而形成闪烁或条纹状的现象[^1]。 #### 二、VTK 中防止 Z-Fighting 的方法 ##### 方法一:调整模型位置偏移 (Polygon Offset) 通过设置 `vtkActor` 或者 `vtkProperty` 提供的功能,可以应用一个多边形偏移量来人为地改变绘制顺序以及最终存储到深度缓存中的数值。具体来说: - 使用 `SetOffsetFactor()` 和 `SetOffsetUnits()` 来定义偏移参数。 - 这些函数允许指定一个比例因子和单位偏移量,用于影响距离相机较远的对象被稍微向远离观察者的方向移动。 以下是实现该功能的一个简单例子: ```cpp actor->GetProperty()->SetOffsetFactor(-0.5); actor->GetProperty()->SetOffsetUnits(1); ``` 这种方法适用于场景中有意设计好的前后关系明确的情况,并且能够有效减少大多数情况下发生的 Z-Fighting 效果。 ##### 方法二:增加深度缓冲精度 如果硬件支持更高位数的深度缓冲,则可以通过配置窗口系统属性提高其分辨率。例如,在初始化渲染窗口时请求具有更大范围或更精细分级能力的 depth buffer 设置。然而需要注意的是,实际可用选项取决于所使用的显卡驱动程序及其特性支持情况[^2]。 对于 VTK 用户而言,默认已经采用了适合大部分现代 GPU 架构的最佳实践设定;但如果确实存在特殊需求,也可以尝试自定义这些参数以获得更好的表现效果。 ##### 方法三:利用双面光照模式分离正面背面处理逻辑 另一种策略涉及分别对待物体表面朝向摄像机一侧与其他部分的数据流路径区别对待。即开启双侧材质渲染的同时赋予它们略微差异化的 z 值增量规则。这样即使两层材料紧贴在一起也不会轻易引发冲突状况发生。 此操作可通过如下方式完成: ```cpp property->BackfaceCullingOff(); // 关闭背面剔除以便看到背后的内容 // 对于背面对应的额外 offset 调整可进一步细化控制行为特征... ``` 上述代码片段展示了关闭背面剔除的操作步骤之一,后续还可以结合前面提到过的 polygon offsets 技巧共同作用达到理想状态下的消除干扰目标[^3]。 --- ### 总结 综上所述,针对 VTK 平台上的 Z-Fighting 处理提供了三种主要的技术手段——分别是运用 Polygon Offsets 实现精确微调、借助增强型 Depth Buffers 改善基础架构质量水平还有最后依靠独立管理正反两面绘图流程规避潜在风险隐患。每种办法各有优劣之处需依据项目具体情况灵活选用最为合适的解决方案组合形式加以应对挑战。
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