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Top Questions

0 votes
1 answer
126 views

Raytracing in OpenGL or Vulkan?

0 votes
0 answers
14 views

Relative coordinates -- cumulative sum

1 vote
1 answer
31 views

Numerically integratable fog volume feathering along a ray

0 votes
0 answers
37 views

calculate Gouraud shaded normals after tessellation

0 votes
1 answer
598 views

Ray-Marching: Rendering a Voxel Grid with Proper Normals

1 vote
1 answer
34 views

What algorithm approximates a "hand sketched" look for rendering diagrams?

0 votes
1 answer
30 views

Can dxf Files Represent a Parametric Design?

1 vote
1 answer
489 views

Mimic shadertoy in WebGL

0 votes
1 answer
51 views

What is in a GPU driver?

3 votes
2 answers
161 views

Estimating the position of vertexes in a 3D model

0 votes
1 answer
43 views

What are applications of 3D geometry to 2D geometry projection and occlusion handling?

1 vote
1 answer
124 views

ThreeJS OutlinePass error on Vertex shader not compiled

1 vote
1 answer
367 views

PNG textures render correctly in Blender, but not in OpenGL program

1 vote
1 answer
25 views

Are systems like double pendulum used for generating terrain?

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1 answer
81 views

Am I creating my raygeneration shader correctly

1 vote
0 answers
36 views

Does WebGPU Have Significant Feature/Functionality Gaps As Compared to Vulkan/DirectX12/Metal?

1 vote
2 answers
71 views

fast algorithm to check if a point is inside/outside mesh

0 votes
0 answers
25 views

State-of-the-art deep fake [closed]

0 votes
1 answer
36 views

How to pick values of ambient, diffuse, specular for Phong Lighting?

1 vote
0 answers
37 views

BlinnPhong sphere edges look worse than Phong. Am I doing it wrong? (code and pictures included)

0 votes
0 answers
24 views

View system transformation by Ian Ashdown

3 votes
3 answers
2k views

3ds max: Z-fighting when working with Large Objects

0 votes
1 answer
610 views

How to calculate position from depth pass of the ZED camera?

0 votes
1 answer
864 views

Rotation of meshes in PyTorch

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1 answer
24 views

My projection matrix for OpenGL fails on non-symmetric boundaries

0 votes
1 answer
69 views

Why do texture samplers seem to bleed into other instances when rendering multiple instances of the same mesh with differing textures

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0 answers
14 views

Cropping a .usdz file

11 votes
1 answer
5k views

What prevents older GPUs from supporting Vulkan?

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0 answers
44 views

looking for meshlet generation algorithms

2 votes
1 answer
52 views

How is the alpha value treated when blending?

0 votes
1 answer
53 views

undefined reference to `SDL_setRenderDrawColor'

1 vote
1 answer
86 views

Question about using glVertexAttribArray

0 votes
1 answer
81 views

Can I copy one texture to another perfectly with texelFetch()

4 votes
2 answers
417 views

Barycentric coordinates for 5-sided polytope of two triangles and three trapezoids

1 vote
1 answer
90 views

Is there a canonical way to convert G1 continuity to C1 continuity for splines

0 votes
1 answer
50 views

Rigorous example of early graphics system

2 votes
2 answers
214 views

How do I evenly subdivide the projection of a circle in 3D?

0 votes
1 answer
76 views

With a light source at (0,2,0) and unit cube (from [-1,1]) using a given shading formula, how is the r,g,b for each surface calculated?

3 votes
1 answer
463 views

How to derive Field of View (FOV) angles from a 2D projection

2 votes
1 answer
99 views

Problem with Corrupted Pixel/color data on bitmap image in Raytracer

0 votes
1 answer
32 views

Recursive sampling in Marching Squares

0 votes
2 answers
71 views

OpenGL compute for sizes that aren't a multiple of "local_size"

0 votes
0 answers
36 views

Raytracing Diffuse Function not Working as Expected

0 votes
2 answers
56 views

How to extract region inside a loop on sphere

1 vote
1 answer
71 views

Partial Workgroup release of compute shaders?

0 votes
1 answer
61 views

OpenGL compute local size vs. performance

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0 answers
30 views

Given 2d control points, how to write a vertex shader that evaluates a cubic bezier curve?

0 votes
0 answers
27 views

Interpolate Gradients to Vertices of triangular mesh


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