Most Popular

1500 questions
6
votes
1 answer

Instanced Stereo Rendering vs. Multiple Command Buffers

Source In this webpage from Nvidia, the author(s) seems to imply that you could create a command buffer for each eye on separate threads. However, I don't see the benefit to this over instanced stereo rendering since you must also handle…
aces
  • 1,353
  • 1
  • 11
  • 17
6
votes
1 answer

What is the relation between Aliasing and Flickering?

So in the class I've learned that Aliasing refers to the jagged edges resultant from the discrete nature of computer graphics way of representation. Also, I know that Anti-aliasing refers to a technic (mainly of blurring) to remove (our camouiflage)…
Tiago Duque
  • 163
  • 4
6
votes
1 answer

Can I reuse glBindBufferBase in compute shaders to keep data on GPU?

(Apologies: I am cross-posting from SO, where there is no answer. I figured it might be more appropriate to be on this site.) I'm trying to build a compute shader in OpenGL to perform a skeletonization algorithm. I've tested the algorithm in a CPU…
Maxthecat
  • 181
  • 5
6
votes
4 answers

How will the z-buffers have the same values even if polygons are sent in different order?

I know when we use Z-buffer to eliminate the hidden faces, the polygons can be in any order. But my teacher said that this does not mean that two images generated by sending polygons in different orders will have identical values in their z-buffers…
zfb
  • 145
  • 4
6
votes
1 answer

Image rescaling algorithm

Suppose I have to use bilinear interpolation to rescale image. I more or less understand how enlargement works in case of integer scale factor. But what to do with non-integer scale and especially when you need to downsample an image?
6
votes
1 answer

Do we use 3x3 matrices in computer graphics?

I've been doing some side-research on computer graphics as a hobby and came across this article on quaternions: http://www.opengl-tutorial.org/assets/faq_quaternions/index.html#Q2 In the first section on matrices, it describes 2x2, 3x3, and 4x4…
6
votes
3 answers

What is the difference between a Sampler and an Image variables in GLSL?

Reading through some code about voxelization I found the following line in the fragment shader layout (binding = 0, r32f ) coherent uniform writeonly image3D volumeTexture; I have only used samplers in the past and have never seen image3D before. I…
BRabbit27
  • 969
  • 1
  • 10
  • 21
6
votes
3 answers

Computing a rotation: complex numbers vs rotation matrix

A 2D vector can be rotated by an angle $\theta$ using the rotation matrix: \begin{bmatrix} \cos(\theta) & -\sin(\theta) \\ \sin(\theta) & \cos(\theta) \end{bmatrix} Or, it can be rotated by multiplying the vector by the complex number $c$: $$c =…
Vermillion
  • 297
  • 2
  • 7
6
votes
1 answer

Controlling reflection and refraction with material properties in ray tracing

As tutors for this year’s programming languages course during our Computer Science studies we’re preparing for the students final project which is the implementation of a ray tracer. We’re implementing one on our own. I’m having trouble…
kleinfreund
  • 165
  • 1
  • 6
6
votes
1 answer

mapping 3d texture on view frustum (or part of it)

I'm implementing volumetric fog in my OpenGL renderer. First I inject color into 3D texture using compute shader, atomic operations and shadow map visibility check. The information I use to compute cell index and position in world space are…
mdkdy
  • 2,169
  • 1
  • 12
  • 19
6
votes
1 answer

How to sample 3D points to visualize a B-spline surface?

Given that I have implemented a function called calc_bspline_surf() in C, and that function has the following declaration: calc_bspline_surf(ctrlnet, p, q, U, V, u, v) /* ctrlnet --> control net of B-spline surface p, q --> degree of B-spline…
xyz
  • 161
  • 4
6
votes
1 answer

Confusion about notation in a paper

I have been trying to understand "Fast Simulation of Mass-Spring Systems" by Liu et al., which can be found here. There is one part in the methods section that is confusing me. Just after equation 12, it states: Similarly, Si ∈ Rs is the i-th spring…
Vermillion
  • 297
  • 2
  • 7
6
votes
1 answer

Creating an "ink spread" effect with a glsl fragment shader

I have dealt with glsl before, but I still have problems with my understanding of how to achieve certain kinds of effects with per-pixel processing. What I am looking to do is use a fragment shader to emulate ink spreading across paper. Simply put,…
aceslowman
  • 193
  • 1
  • 5
6
votes
2 answers

Is there a image-format that support an array per pixel?

For a project dealing with deep semantic labeling of images I need a format that supports arrays of arbitrary length for each pixel of the image. The array is an array of integers. Which image formats support this?
smuseus
  • 61
  • 3
6
votes
2 answers

Converting cartesian pixels to polar pixels

(I've largely revamped this entire question, though the motivation remains the same.) revised question I want to convert a raster of cartesian pixels into polar pixels. Is there a sensible algorithm for doing this? For example, how do I compute…