Skip to main content

Questions tagged [computational-geometry]

Computational geometry is the study of solving geometric problems using efficient algorithms and data structures, often in real time.

0 votes
1 answer
64 views

The stated assertion that a point outside some intermediate Minimum Enclosing Sphere is on the boundary of the final Minimum Enclosing Sphere seems unsupportable. It is true only for the first point ...
WernerJuengst's user avatar
0 votes
1 answer
73 views

I'm trying to render a cone at the gpu for some effects. I'm using the parametric equation provided here. I ended up with the shader below intended to work with an unorderedaccessview target (DX11). I'...
philB's user avatar
  • 333
1 vote
0 answers
108 views

I am trying to simulate a page curl effect in my custom OpenGL based rendering engine. I initially implemented the version described in the paper "Turning pages of 3D electronic books" where ...
Chaos's user avatar
  • 153
2 votes
1 answer
123 views

I'm a fairly new game developer, and I've been working on a custom mesh editing system. I've been able to implement edge bevelling (almost, stuck on a division by zero problem), Catmull-Clark ...
KING MOOSE's user avatar
0 votes
0 answers
59 views

I am trying to calculate tight fitting of shadow map texture based on camera frustum. Since the camera is always going to be looking down on the Y=0 plane, I ...
tchayen's user avatar
  • 133
0 votes
1 answer
343 views

I am exporting my Unity terrain to a mesh. Because the terrain is big, I also split it into multiple chunks. Moreover, I also generate chunk LODs. I enable a certain chunk LOD in-game based on the ...
UnknownUser's user avatar
0 votes
1 answer
113 views

I'm currently implementing a method for subdividing an icosahedron found here that isn't quite working as expected due to the artifacts created (and the way the triangles are oriented) The problem ...
Chillzy's user avatar
  • 47
1 vote
0 answers
123 views

I am currently trying to replicate skeletal mesh slicing, akin to something Metal Gear Rising: Revengeance did. So far I've managed to successfuly get some puzzle pieces of this whole thing together, ...
aallfik11's user avatar
1 vote
2 answers
110 views

I'm having problems generating faces in a chunk in OpenGL C++. For example, when I generate faces, they are generated correctly but always at the end of the chunks some faces are not generated. ...
FandoraStudio's user avatar
0 votes
2 answers
179 views

When an object collides with another object, does unity calculate the normal, or return it from the list of normals?
Nato's user avatar
  • 9
0 votes
0 answers
109 views

I want to make a hole of N vertices in the face of a Cube, I'm adding just four like a square in this post to be simple, but eventually I want to be able to add as many as I want and maybe in a ...
ガブリエル Gabriel's user avatar
0 votes
1 answer
400 views

I could check for the distance of a vector from the sphere's center to the plane's center, but that would be inefficient, since there are multiple positions where they may not be intersecting but ...
Nato's user avatar
  • 9
2 votes
0 answers
402 views

I want to add LED strips to objects at runtime. The led strip is a very simple rectangular mesh that is generated at runtime. A shader then just draws LEDs down the length of the strip. Here is an ...
Charl Cillie's user avatar
0 votes
0 answers
321 views

I have an arbitrary array of points that describe vertices of the polygon 2D, they ar in order. To generate plane mesh for that, I need to generate tris. For something like circle/hexagon/square it is ...
Kirikan's user avatar
1 vote
0 answers
46 views

The polygons are small 3D parts of a quasi sphere centered in the origin and a solution that works in the plane can easily be made to work in this world. I tried to move the outline inwards by using ...
August2323's user avatar

15 30 50 per page
1
2 3 4 5