In the context of computer graphics, priority fill is a Hidden Line/Surface Removal algorithm which establishes a priority list based upon the depth of parts of an object, so that the parts farthest from the viewer are rendered first.

The algorithm continues in reverse priority, just as an artist would create a painting starting with the background, then elements or objects at an intermediate distance would be added and finally those objects in the foreground. Priority fill is also known as the Painter's algorithm.

An example of another Hidden Line/Removal Surface algorithms is Z-buffering.

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