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1500 questions
6
votes
1 answer

The generations of Intel's integrated graphics

Which among Intel's integrated GPUs depart from their predecessors in a major way? Which are merely incremental improvements? BACKGROUND Intel integrates GPUs with many of the processors they sell. With each generation of processors (Ivy Bridge,…
thb
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6
votes
1 answer

Perspective correct interpolation of normal values

I'm currently writing a software rasterizer and I'm at the point where I can draw arbitrary triangles with vertex colors and perspective correct texture mapping. I do point and directional lighting by linearly interpolating the vertex normals and it…
lelgetrekt
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6
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2 answers

Open GL Shader Storage Buffer Objects to replace Vertex Attributes

At first: I already posted this on the stackoverflow community. I'm new and didn't know about this community here. I apologize. I basically got the same question as the guy who asked here:…
6
votes
1 answer

NURBS curve offset

One of the benefits of NURBS curve over, say Bezier curve, is the ability to create offset curves exactly. How to proceed with such computation? Do I just translate the control points?
Ecir Hana
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6
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1 answer

Determining level connectivity

Imagine you have a 3D level format consisting of an arbitrary number of convex polytope brushes (or we can simplify and consider just oriented-bounding boxes) and several point entities. I want to find an algorithm to determine If the level is…
yuriks
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6
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2 answers

How to reduce the number of draw calls when rendering one object multiple times?

Especially when rendering particle effects, the same object needs to be rendered several times with slightly modified properties. But these changes are often limited to properties like pose or textures, and are not in the geometry of the object…
Nero
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6
votes
2 answers

In a shader, how to store fragment coordinates in a spatial partitioning from one pass to the next?

I have a post-effect camera-shader in which I want to implement a simple spatial partitioning of the screen between two passes of the fragment shader. The first pass should divide the screen into cells of size = 30x30 pixels, and then for each green…
blipblop
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6
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Why cant I use `#include` after upgrading my driver

After updating my graphics driver and trying to run this example from John Chapman's blog I got this error Vertex shader failed to compile with the following errors: ERROR: 0:8: error(#105) #version must occur before any other program statement The…
ealiaj
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6
votes
3 answers

Explanation of the Vatti clipping algorithm

I am going through the Vatti Arbitrary Polygon Clipping Algorithm, but got stuck at their very initial explanation. It says the following: Call an edge of a polygon a left or right edge if the interior of the polygon is to the right or left,…
sajis997
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6
votes
2 answers

Why did tessellation come to be a prominent feature?

Tessellation has been touted as one of the major features in newer graphics APIs like DirecX 11, and it is shown as a standalone stage in a modern graphics pipeline. Compared to the amount of hardware and software attention given to this feature, it…
ApoorvaJ
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6
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Image based lighting, tangent space coordinates, and optimization

When I saw an implementation of normal mapping that computed the TBN matrix in the vertex shader and converted everything (in particular the view vector and light vector) to tangent space at that stage, it seemed like the proper way to do. This way…
Julien Guertault
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6
votes
1 answer

How to compensate low amount of rays reaching the light in a Path Tracer

I am trying to implement for research purposes a path tracer, but so far but results are not so good and I will explain you why. The general idea before getting to the code: I am working on paths that are generated before sampling them. I mean that…
Tarta
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6
votes
1 answer

Unlit objects in deferred rendering

What is the best way to draw unlit objects with deferred? Like skybox, particles or just glowing objects? I thought about mask in alpha channel, check it in light pass and just set diffuse color but it won't work with light blending. My second idea…
Derag
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6
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1 answer

Ray-based rendering terms

There are a number of terms for rendering techniques based on the particle model of light: forward ray-tracing, reverse ray-tracing, ray-casting, ray-marching, and possibly others. What's the difference between them?
Mark
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6
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0 answers

Drawing to framebuffer texture - texture then split in half

I am doing exercises from the OpenGL SuperBible 6th Ed. I have managed to set up rendering into a framebuffer texture and then rendering from that texture to a cube. But for some reason, when the texture gets applied to the cube, it is rendered…
Paweł Pela
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