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Questions tagged [z-buffer]

0 votes
1 answer
94 views

I am trying to implement the ULR paper. To render a new view I create a triangulated grid consisting of: a regular 32x32 grid (equivalent to a coarse pixel grid), the projected proxy and the projected ...
ElPotac's user avatar
  • 41
0 votes
0 answers
107 views

perspective correct linear interpolation formula is '1/Z = 1/Z0 + α(1/Z1 - 1/Z0)' barycentric one is '1/Z = 1/Z0 + α(1/Z1 - 1/Z0) + β(1/Z2 - 1/Z0)' how can I extend perspective correct linear ...
Baris S's user avatar
1 vote
0 answers
256 views

I'm trying to implement a silhouette detection algorithm in post-processing. I've come across solutions based on Sobel/Roberts cross/... filters and I was wondering if there are more accurate ...
leone ruggiero's user avatar
3 votes
1 answer
855 views

I have doubts on 1/z depth buffer interpolation. According to this website, the correct 1/z interpolation formula is $\dfrac{1}{P.z} = \dfrac{1}{V0.z} * \lambda_0 + \dfrac{1}{V1.z} * \lambda_1 + \...
The Rizzler's user avatar
0 votes
1 answer
414 views

I was studying how the OpenGL's gluUnProject works. There is one thing I don't understand: is there any benefit of returning a ray instead of 3D point? One can use this function to get a ray not a 3D ...
The Rizzler's user avatar
0 votes
0 answers
105 views

I am trying optimize routines for drawing primitive shapes for my custom 3D renderer. What is the best data type for representing a coordinate in 3D space? I thought that integer would be the best ...
The Rizzler's user avatar
-1 votes
1 answer
221 views

Suppose in perspective projection $(x, y, z)$ coordinate projects to point $(x_p, y_p, z_{vp})$ in projection plane $AX+BY+CZ+D=0$ where projection plane kept at $z_{vp}$ position. And the plane $AX+...
S. M.'s user avatar
  • 212
1 vote
1 answer
133 views

I am writing basic code to; draw triangles, lines etc; to translate and orient them, and to project them in perspective, solving the occlusion problem using the depth buffer. Having had success with a ...
Simon's user avatar
  • 213
0 votes
0 answers
90 views

I was looking to implement SSAO; demonstrated on learnopeng (https://learnopengl.com/Advanced-Lighting/SSAO). While I have implemented the way they have done it i.e using a position texture for ...
user17440's user avatar
1 vote
2 answers
2k views

I'm trying to implement voxel world using OpenGL (Core 3.3). I've come across a problem with transparency. It looks like sometimes GPU decides to not render stuff that would be important. Can you help ...
Paweł Pomierski's user avatar
0 votes
0 answers
189 views

I've very less knowledge when it comes to rasterization and typical rendering in games and other applications. So I was reading up on the rendering pipeline and found that the hardware could do early ...
gallickgunner's user avatar
0 votes
1 answer
613 views

I'm currently implementing SSR in my engine and I've created Hi-Z buffer using multiple PSOs in way presented below: Create descriptor table with multiple UAV entries (this case - 3 entries for Mip 0,...
DirectX_Programmer's user avatar
2 votes
1 answer
540 views

I am writing a raycasting engine. At this point, I have added sprites, and I am using a z-buffer, with one stored length to a wall for the x coordinate of each ray. Below is an image of a sprite which ...
Caspian Ahlberg's user avatar
1 vote
1 answer
451 views

My problem is exactly what titles and screenshot below says - rendered object depth value is 0.0 in depth buffer. I'm using DirectX 12. Matrices: ...
DirectX_Programmer's user avatar
2 votes
2 answers
980 views

I am an amateur game developer, and I've been reading a lot on how computer graphics rendering works lately. I was reading on the Z-buffer recently and I can't quite seem to be able to wrap my head ...
Carmo's user avatar
  • 23

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