Questions tagged [geometry]
177 questions
16
votes
3 answers
What is the state of art in geometric LOD in games?
How do modern games do geometry level-of-detail for object meshes like characters, terrain, and foliage? There are two parts to my question:
What does the asset pipeline look like? Do artists make a high-poly model which is later decimated? If so,…

ap_
- 2,204
- 1
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5
votes
1 answer
Rounding the edges in a mitered line segment inside of a fragment shader
As some of you may know drawing line segments between sets of points is really difficult especially when you want wide lines or variable widths.
Because I am looking to draw a few hundred of these line segments each frame I am having to go with the…

J.Doe
- 1,445
- 12
- 23
3
votes
2 answers
Why are texture coordinates often called UVs?
Is there some historical reason texture coordinates are often called UVs? I get that vertex positions are x, y, z but even OpenGL has TEXTURE_WRAP_S and TEXTURE_WRAP_T and GLSL has aliases so if texture coord is in a vec you can access it…

samanthaj
- 131
- 2
3
votes
2 answers
Euler Angles - Gimbal lock, why non-orthogonal axes
Already asked this question on mathexchange but didn't got any promising answers so posting it here Since I'm from a CG background.
I really can't understand how and why gimbal lock occurs using euler angles.
First of all let me clear this "I know…

gallickgunner
- 2,438
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3
votes
1 answer
Does a point have a length?
I am going though a functional source that has the following class:
class Point3D
{
int x ,y,z;
int vSize2() const
{
return x*x +
y*y +
z*z;
}
int vSize() const
…

sajis997
- 1,279
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- 15
2
votes
1 answer
calculating size of rectangle which fully obscures a sphere
I am learning GLSL and want to raytrace a sphere. I am rendering rectangles which sit between the camera and sphere, and do a ray-sphere intersection test in the fragment shader. It almost works:
As you can see, the rectangles are a little too…

spraff
- 289
- 3
- 6
2
votes
1 answer
face normal consistencies
I am going through code snippet that reads in a triangular model, calculates & store the normal with each Triangle object and eventually check the consistencies of winding order. Let us define a triangle with the vertices v1, v2 and v3. The face…

sajis997
- 1,279
- 1
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- 15
1
vote
0 answers
Why does processing dense geometry consume less power than simple geometry?
In The Road to PS5, Mark Cerny states:
It's counter-intuitive, but processing dense geometry typically consumes less power than processing simple geometry.
Why is this the case?

Ontonator
- 111
- 1
1
vote
1 answer
Given a picture of a unit square at an arbitrary angle and position, how can I reconstruct the distance and orientation?
To simplify, assume faces and corners of the square are labeled and the camera lens if whatever makes this simplest (a 90 degree field of view projection?)
The application: using a known and labeled unit square to assist an AR app.
For the case of a…

Elliot JJ
- 133
- 4
0
votes
3 answers
Looking for a cylinder / axis-aligned box volume intersection test
Given:
An arbitrary circular cylinder (defined by startpoint, endpoint, and radius). An Infinite cylinder is acceptable as well, as long as it passes through those points and has the same radius.
An axis-aligned box (defined by its minimum and…

Tyler Shellberg
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