Of course, in practice the rasterization happens in terms of larger tiles that contain many 2x2 pixel quads, and many quads are shaded in parallel, with the shader executing in lockstep for all pixels simultaneously. But that's an optimization that can be ignored for exposition, unlike the 2x2 quads.
Z-buffer is a very clever way to draw shapes. The only other way used practically is ray-tracing, where you cast rays through pixels on the screen and see where they intersect with the surface. Z-buffer reverses it - instead of casting rays towards surface we project set points on the surface (vertices) onto the screen. Even though it's asymptotically O(n) vs ray tracing's O(log n), practically it's very fast. The vast majority of CG, from movies to video games relies on this algorithm and I don't know what could be more important. All the stuff listed in other comments: texture mapping, texture mapping, shaders, perspective projection etc are specific algorithms, which don't deal with the shape drawing directly and not used everywhere.
I like this post, among other things, it's a nice demonstration of the crazy amount of work your graphics card is doing to display a frame of your game. And it took some work and was put together with love.
But if you're going to call one single thing "the core algorithm of 3d", then yeah I'd have to second this one, perspective projection might be it - perspective is what makes 3d look 3d, you can do it without solid surfaces, and the math for perspective was developed long before computers with z-buffers existed.
I will totally grant that depth testing is the core algorithm of z-buffering, and iterating over triangles is the core algorithm of rendering triangle meshes. ;)
I would say long before computers existed. Perspective projection was the key algorithm of renaissance art!
Funny story though, speaking of renaissance art- I was doing research for my Master's thesis on computer graphics, and got direct access to several books from the 1700s that outlined the geometry of perspective projection as well as the geometry of shadows. (My thesis was about rendering shadows.) They were hand-written tomes, with very ornate covers and bindings and hand-drawn diagrams. The books weren't allowed to leave, but they had a special reading room for them, with archive-safe lead weights to hold the pages down so I wouldn't spread my damaging finger oils everywhere. I was taking some digital photos, and at one point I forgot about the lead weights and turned the page. It tore a little bit, and I was completely mortified!
Sorry, history!
This is old now, and modern techniques have mostly surpassed it, but the basic idea was to combine single-sample ray casting for finding occluders probabilistically with an image-plane flood-fill using analytic methods to render the shadows. It's a way to only pay for accurate shadow calculations where shadows actually exist, and skip the shadow calculations in all the un-occluded areas.
Though I'm having second thoughts about calling perspective projection the most basic part, since most of my work happens from an orthographic camera. Let's call that a perspective projection from a camera at infinity and it all works out.
At any rate, mapping points in world space to points in screen space and then drawing lines between them is a pretty clever system, and the new software and hardware we've added since then is so incredible that it's hard to comprehend sometimes.