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1500 questions
3
votes
2 answers
RGB nonlinear, what does it mean?
What does it mean and why is it not well suited for describing colors by human?
Is CMYK nonlinear also?

Jeremiah-ang
- 49
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3
votes
1 answer
Determining Vanishing Points of edges of Triangle using given Point
Due to perspective foreshortening, the projections of parallel lines (1D geometric objects) meet in their vanishing point (a 0D geometric object). Higher dimensional geometric objects also has higher dimensional vanishing objects. I am interested in…

user2742934
- 33
- 3
3
votes
1 answer
What is this technique called and how can I reproduce it algorithmically?
I don't know the name of this technique, but the idea is to adjust the density and location of identical dots or small objects in order to produce a gray tone image or even a suggestion of three dimensionality. It's better to use these two images…

uhoh
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3
votes
1 answer
What happens with the framebuffer after the fragment shader is done?
I'm wondering what happens with the framebuffer between the time that the fragment shader is done, and the time when it appears on my screen.
Is my understanding correct if I assume that the framebuffer is in memory on the GPU, which is then copied…

Supernormal
- 500
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3
votes
2 answers
OpenGL : How to rotate an object around viewing space x-axis
I have an object(cow).
This cow was translated and rotated(with arbitrary axis) in the modeling space for several times.
And I can't know how much cow is translated or rotated.
Only I can obtain is this cow's current matrix and it's inverse.
In this…

BlakStar
- 61
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3
votes
1 answer
Shader storage buffer indexing by 4 bytes instead of 3?
I am trying to send rendering information for an instancing rendering using shader buffer objects. My current problem is that I have 2 shader buffer objects, one which works just fine, and another that is not quite working.
The idea is to render…

Makogan
- 1,706
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- 28
3
votes
1 answer
How to dynamically calculate texture coordinates in a vertex shader with OpenGL?
I modified my code, and tried to pass a set of integers specifying the face of a cube (top, bottom left...) to the vertex shader in order to draw multiple instances of a cube face.
I did this by trying to pass them as vertex attributes, but it isn't…

Makogan
- 1,706
- 12
- 28
3
votes
2 answers
Supporting multiple camera types in a deferred renderer without specializing the shaders or in the shaders
Perspective Camera
A (row-major) perspective transformation matrix has the following format:
$$\begin{align} \mathrm{T}
&= \begin{bmatrix}
\mathrm{T}_{00} &0 &0 &0 \\
0 &\mathrm{T}_{11} &0 &0 \\
0 &0 &\mathrm{T}_{22} &1 \\
0 &0 &\mathrm{T}_{32}…

Matthias
- 1,074
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3
votes
1 answer
Buffer of arrays in HLSL compute shader
I'm trying to follow along with a tutorial that uses an OpenGL compute shader, but I'm using D3D11. What they do is:
layout (std430, binding = 0) buffer indices {
int j[];
};
I have no experience with this and very little with directX, but that…

slanden
- 133
- 3
3
votes
2 answers
Fuse detailed road mesh with regular grid terrain mesh
I am experienced with C++ and know more embedded device related stuff but have absolutely no knowledge of computer graphics and its algorithms.
I would like to get a road mesh (based off of a spline) blended seamlessly into a terrain mesh, which is…

Max
- 31
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3
votes
2 answers
Making low discrepancy sequence noise textures, not LDS sample positions
When making sampling locations, there is a lot of information out there on how to do white noise sampling, uniform sampling, uniform+jittered sampling, low discrepancy sequence sampling (eg halton) and blue noise sampling (eg mitchell's best…

Alan Wolfe
- 7,801
- 3
- 30
- 76
3
votes
1 answer
Ray intersection with Sun positions throughout the year
I need to highlight(colour) sun reflections(through the year) off a mirror surface. It was easy having one Sun like in the below image but how about if it is to determine if a ray hits the entire surface that represents sun positions throughout the…

ali
- 740
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3
votes
3 answers
Dealing with wasted space when using SIMD on CPU for vector maths
I've been getting interested in SIMD programming on CPU using SSE recently, but I'm a complete noob on the subject. I found this article describing how to make an efficient float3 type using the recent __vectorcall convention, and it made me wonder…

russ
- 2,392
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3
votes
1 answer
Creating a vanishing point perspective shader
I have done my due hour of research before asking this question, it's a simple question, but I have found no hint at an answer online.
I want the ability to extend an object infinitely in one direction, such as a tower that appears infinitely…

Orion Reed
- 31
- 1
3
votes
1 answer
Do I need to use glMemoryBarrier with atomic counters?
The OpenGL SuperBible 7th Edition points out that
the glMemoryBarrier() function supports a bit specifically for synchronizing access to atomic counters with other parts of the OpenGL pipeline
and describes its usage.
The OpenGL Wiki…

Startec
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