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1500 questions
4
votes
1 answer
Canonical Space to Screen Space: Why do we have the strange -0.5?
When we convert from canonical space to screen space,
To map x from -1 to 1 to 0 to width,
-1 < x < 1
0 < x+1 < 2
0 < x+1/2 < 1
0 < (x+1)w/2 < w
0 < xw/2 + w/2 < w
Similarly for y,
-1 < y < 1
0 < y+1 < 2
0 < y+1/2 < 1
0 < (y+1)h/2 < h
0 < yh/2 +…
Saravanabalagi Ramachandran
- 204
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4
votes
1 answer
Confusion about how inverse bind pose is actually calculated and used?
I am trying to do skeletal animation using Assimp and the inverse bind pose matrix just trips me up. I will give a little example to illustrate my point.
Root
Bone A
Bone B
Bone C
Let's say we have a hierarchy like above. To…
Manh Nguyen
- 329
- 3
- 8
4
votes
3 answers
Texture prefiltering for Linearly Transformed Cosines
I'm implementing Real-Time Polygonal-Light Shading with Linearly Transformed Cosines from Siggraph 2016.
I'm stuck on the texture prefiltering (section 5.3).
As I understand they use Gaussian Blur on the texture, but clamp and normalize kernel to…
Derag
- 596
- 3
- 13
4
votes
1 answer
How mesh geometry data (vertex coordinates) stored in glTF?
I've read the reference guide about the file but I am really confused. Why the hell are there "min" and "max" values ?? A single vertex has only one coordinate array not min and max..
Also in the structure of the meshes why is there an "indices"…
Vettel.Sebastian
- 65
- 1
- 6
4
votes
1 answer
Dealing with OpenGL versions across multiple computers
I'm new to OpenGL, and I'm wondering what I need to pay attention to regarding versioning. The things I've been reading have been clear about there being version differences, and needing the appropriate OpenGL version for the functionality you're…
R.M.
- 171
- 4
4
votes
1 answer
GLSL shapes signed distance field implementation explanation?
I'm trying to understand all primitives In this article.After hard work I just learn Sphere and Cube , I wrote description here.
I could draw 2D shapes but I have trouble understanding 3D below codes:
Torus - signed - exact
float sdTorus( vec3 p,…
Seyed Morteza Kamali
- 323
- 2
- 12
4
votes
1 answer
What actually happens in frame buffer when an image or document is scrolled?
What actually happens inside computer when the text, pdf, jpeg, ms-word or any other document(file) is scrolled? Does it generate a new bitmap image sufficient for the screen to display even for tiny scroll or are does it show part of bit map image…
Charan K
- 41
- 2
4
votes
2 answers
Is there an algorithm to bold an outline font?
One of my friend got a pretty pretty Chinese hand-writing font. However, the font has no bold version, since it is handwritten. And I would like to help generate a bold one automatically by code.
I searched the Internet but didn't find any materials…
Sherry869
- 143
- 5
4
votes
1 answer
Jagged texture's edge on perfectly straight UV of sphere mesh
I unwrap UV from sphere mesh to grid and put texture to align with UV grid too. When white and black border of texture fall between UV columns, I get jagged edge like in the picture. This only happens with double-curve mesh. I want to know what…
Crocomodo
- 43
- 4
4
votes
0 answers
Drawing "after" Present to achieve better performance
I had an application that was originally single threaded and worked as follows:
gather the items to be drawn (occlusion / frustrum culling / sorting into batches)
draw items using an immediate context
present
I decided to use a deferred context…
default
- 333
- 1
- 8
4
votes
1 answer
Inverse value in a Perspective Matrix
I am a new leaner of computer graphics. I'm trying to understand a code I found online and I got stuck in the following formula:
topLeft = [-tan(vfov/2)*(output_width/output_height), -tan(vfov/2), 1];
Source
looking on the internet I found that the…
BossShell
- 143
- 3
4
votes
1 answer
Best way to remesh a quad 3D mesh?
I have a quad-based 3D mesh. I want to:
remesh it while keeping the shape the same
the end output should be in quads
ideally it should have a similar number of verts / polys as the input
ideally the remeshing would be random, and output mesh would…
ganesha123
- 173
- 6
4
votes
1 answer
using default depth buffer in off-screen framebuffer
I'm trying to implement Weighted, Blended Order-Independent Transparency
There are three passes:
3D opaque surfaces to a primary framebuffer
3D transparency accumulation to an off-screen framebuffer
2D compositing transparency over the primary…
recp
- 185
- 1
- 9
4
votes
1 answer
Experimental real-time shadowing techniques?
The three most popular shadowing techniques for real time applications are:
Shadow maps
Advantages:
Fast
"Simple"
Disadvantages:
Numerical limitations lead to artifacts and jaggy shadows
You only get the information of the first object hit by…
Makogan
- 1,706
- 12
- 28
4
votes
1 answer
Gamma correction and halftone
I'm writing a halftone algorithm, which takes standards RGB intensities in the range of $0-255$ and outputs black and white elements with a corresponding size ratio.
Should I apply a gamma expansion on the input luminance to get the ratio?
I.e. is…
Tim Kuipers
- 151
- 5