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1500 questions
9
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0 answers

WebGL packing/unpacking functions that can roundtrip all typical 32-bit floats

I have a WebGL circuit simulator. One of the problems it has is that, due to using quite a lot of intermediate float textures as it simulates, it doesn't work on various mobile devices. They only support byte textures. My intended solution to this…
Craig Gidney
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2 answers

What's the main difference of pipeline process between Vulkan and DX12?

DX12 introduces a new feature of pipeline named 'Bundle'. It seems that can optimize the command list, and send it to final pipeline. Vulkan invent some different pipeline: The graphic pipeline and the compute pipeline. The graphic pipeline seems…
naive231
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1 answer

OpenGL specular shading - Gradient banding issues

I use Phong shading as my lighting model. Nevertheless, the specular shading produces gradients in the light cone: Hopefully you can see the gradient starting from the lower left corner expanding along the cuboid. Here is the shader code that…
enne87
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9
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2 answers

What is the meaning of words 'stochastic', 'temporal' in computer graphics?

Last time I see a lot of papers which operates on this words, i.e. stochastic AA, temporal coherence etc. What does that means? Can you provide examples with explanations in plain English?
nikitablack
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9
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2 answers

What is ambient occlusion?

Ambient occlusion "is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. Ambient lighting is regarding to What is ambient lighting?: ... lighting to be constant and independent from…
Joey
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9
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4 answers

Why shouldn't Bump, Normal and Displacement maps be gamma corrected?

So I'm trying to wrap my head around this from a fairly technical point of view. When you add a Bump or Normal or Displacement map in your shader they should not be gamma corrected. But diffuse textures should be. But why? When you save a file in…
9
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1 answer

Compute Shader vs CUDA/OpenCL

So I just recently learned about the Compute Shader and it looks from what I have picked up the same idea as parallel programming you would do with CUDA or OpenCL, but in the shader pipeline. If I want to draw a million cubes in a scene should I be…
FrickeFresh
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9
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2 answers

How to unproject quadrilateral into rectangle?

tl;dr: Math problem in projective geometry: How does one find some 4x4 camera matrix that gives a projection as illustrated below, such that points A,B,C,D are somewhere on the edges of the unit box (e.g. OpenGL normalized device coordinates), and…
ninjagecko
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9
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1 answer

Shadow Mapping artefacts

I've been playing around with shadow mapping in OpenGL using depth textures. The depth texture is fine and I can map it onto the scene but I have some strange artefacts on the back of the object: My question is what is causing this and how can I…
Blarglenarf
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1 answer

Applying correct light physics to gaussian blur formulas for glow

I am trying to make a glow shader using separable gaussian blurring. I have recently been inspired by the short youtube video "computer color is broken" and I have messed with it with color interpolation and boy his suggestion is beautiful! A big…
J.Doe
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9
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1 answer

Tweaking a glow shader to make it look better

I have a simple game and and subjects of it are these little lines. It is targeted for iOS and android so it has a HUGE range of processors that it could run on, right now. I am trying to add realtime glow to them for two reasons I am trying to…
J.Doe
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9
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3 answers

What is bilateral upsampling?

I've worked with various interpolation algorithms including linear, cubic (and bilinear and bicubic), other bezier (and nurbs, etc) based interpolations, lagrange interpolation and some others, but I haven't been able to find any basic info that…
Alan Wolfe
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9
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1 answer

Is the demoscene a source of advancements in computer graphics?

I'm interested to know whether the demoscene has historically introduced new techniques that would have otherwise taken longer to discover, contributing to the progress of computer graphics. Has it become more or less relevant over the years? I know…
9
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2 answers

When is it better to upload partial model matrices to the vertex shader?

As of now, when rendering my scene and while iterating through the scene graph, for each node its model matrix is calculated from the parent's model matrix and the scene node's pose. This is quite simple and already reduces the number of matrix…
Nero
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1 answer

Splitting of NURBS curves

Splitting Bezier curve into two parts at some parameter t is easy thanks to De Casteljau's algorithm. Is there a similar algorithm for NURBS curves? How to split a NURBS curve?
Ecir Hana
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