Question

Many GPUs implement a technique similar to mipmapping called “Hierarchical-[this letter]” or “Hi-[this letter]” that can reject larger regions. It’s not “g”, but the technique in which opaque objects are first rendered with a vertex shader without using a pixel shader is called “[this letter]-prepass”; that technique is useful because it populates a structure also named for this letter. A phenomenon (15[1])in which (15[1])attempting to render intersecting (15[1])shapes makes them flicker (15[1])back and forth is known as this letter’s (*) “fighting”. The rasterization step of a graphics pipeline uses a “buffer” named for this letter that determines which meshes are hidden behind others. In 2D game engines, (-5[1])a value represented by this letter determines the order that overlapping sprites are rendered in, just like (10[1])how CSS uses this letter’s “index”. For 10 points, name this letter that represents the third axis in 3D Cartesian coordinates. ■END■

ANSWER: Z [accept z-buffer, z-fighting, etc.; prompt on “depth” with “what letter represents depth?”]
<AW>
= Average correct buzz position

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