Depth peeling works by rendering the imagemultiple times. Depth peeling uses two Z buffers, one that works conventionally, and one that is not modified, and sets the minimum distance at which a fragment can be drawn without being discarded. For each pass, the previous pass' conventionalZ-buffer is used as the minimal Z-buffer, so each pass draws what was "behind" the previous pass. The resulting images can be combined to form a single image.