Top new questions this week:
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I am a newbie in Computer graphics and trying to implement Dynamic Fusion following the paper. I can understand most of the paper, but there is this line bothering me “rendering the warped …
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I’ve been trying to make a simple rasterizer in JS, and it’s working well except for this one bug. (Example) Here is part of the fragment shader, as I believe that’s where something is going wrong (If …
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I’m trying to implement a silhouette detection algorithm in post-processing. I’ve come across solutions based on Sobel/Roberts cross/… filters and I was wondering if there are more accurate …
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Greatest hits from previous weeks:
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Every time I think I understand the relationship between the two terms, I get more information that confuses me. I thought they were synonymous, but now I’m not sure. What is the difference between “…
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There is something about these concepts I’m not understanding. I thought the point of gamma correcting images is to make sure that the values in linear space map correctly when displayed on screen: …
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I have been studying computer graphics, from the book Fundamentals of Computer Graphic (but the third edition), and I lastly read about projections. Though, I didn’t exactly understand what’s the …
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My phone is Sony Xperia XZ1 Compact which has Adreno 540 as gpu. My laptop’s gpu is NVIDIA GeForce 940MX 4GB which seems to be much worse than my phone’s gpu. My PC’s OS is Ubuntu 16.04.
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Image filtering operations such as blurs, SSAO, bloom and so forth are usually done using pixel shaders and “gather” operations, where each pixel shader invocation issues a number of texture fetches …
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Apparently most people use BVHs in their raytracers. The ray-AABB intersection code is very fast and and the BVHs also compresses empty space efficiently, working even with infinitely large objects, …
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I have a vertex buffer like this: 0.0, 0.0, 1.0, 0.0, 0.0, 0.6, 1.0, 0.6, 0.5, 1.0 I have the following index buffer: …
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