Z-Buffering is a technique used in computer graphics programming to determine which objects are behind and in front of each other within a 3-Dimensional (3D) view from the eye's perspective. X and Y are the coordinates on the plane aligned with the front surface, and Z represents the depth. The Z-buffer is a 2D plane, representing the front surface of the 3D viewing cube (the volume in which the graphics image will appear). When you start to draw, you initialize the Z-buffer with values representing the distance to the back plane of the cube along with the background color.
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