Top Questions

0 votes
1 answer
24 views

Getting linking error while testing to add vulkan shaderc in my project

2 votes
0 answers
52 views

Multiple importance sampling with Next Event Estimation gathers less energy compared to One-sample-model

1 vote
2 answers
712 views

Efficiently transferring only needed parts of the vertex data to the GPU (C++/OpenGL)

1 vote
3 answers
392 views

What projection matrix and world transformation do I need to have an isometric projection?

0 votes
0 answers
20 views

How to morph a enclosing mesh according to the enclosed mesh?

1 vote
1 answer
28 views

Why does lv = fract(uv*2) result in grid like pattern?

0 votes
0 answers
24 views

Do Euler Angles always cause Gimbal Lock?

0 votes
0 answers
11 views

BC1 code decoding for texels

0 votes
0 answers
9 views

Reflective shadow maps sampling

0 votes
0 answers
24 views

How to create a more photorealistic ocean?

1 vote
0 answers
10 views

How does this wormhole effect shader create a distortion?

0 votes
1 answer
205 views

Creating a UV Map for a 3D Cone

0 votes
1 answer
14 views

Vertices are mapped to UV coordinates, but how does the shader access the UV data?

1 vote
1 answer
64 views

Fixing bias in Specular lobe

0 votes
1 answer
87 views

What are some ways of modelling data for GPU side where e.g. OOP is not available?

24 votes
3 answers
26k views

What is the difference between radiance and irradiance in BRDF

1 vote
1 answer
130 views

Optimisation of Geometry Pass

2 votes
2 answers
3k views

Is there different between 'if' and 'ternary operator' in GLSL?

2 votes
1 answer
66 views

How to find the major and minor axes of a convex hull?

0 votes
0 answers
11 views

Determine horizontal FOV of a panoramic photo

0 votes
1 answer
240 views

want bokeh blur with custom shapes

7 votes
1 answer
696 views

How to match Blenders polynomial lens distortion model with GLSL?

0 votes
1 answer
35 views

Who does the actual drawing when I call openGL draw API?

0 votes
0 answers
10 views

Quaternion.toAxisAngle to glmatrix rotation

2 votes
1 answer
203 views

View rotation matrix

1 vote
1 answer
76 views

Why is my ray tracer not accelerated by CUDA?

1 vote
0 answers
17 views

text-rendering: why alpha testing produces wavy edges. And why SDF solves that problem

4 votes
1 answer
4k views

Confusion about how inverse bind pose is actually calculated and used?

0 votes
2 answers
141 views

how to check if all the faces face outward

-1 votes
1 answer
56 views

Drawing Feynman diagrams

0 votes
1 answer
73 views

Forward path tracing versus backward path tracing. How may I achieve realistic shading in forward path tracing?

0 votes
1 answer
31 views

How to approximate a 90 degrees sine with a bezier curve in PostScript

2 votes
0 answers
17 views

glMultiDrawArraysIndirect is not drawing anything

0 votes
0 answers
29 views

Opengl Color Alpha is not working

3 votes
1 answer
39 views

Formula for cubemap resolution for intended equirectangular resolution

2 votes
1 answer
87 views

BTF Find Four Closest Sampling Directions

3 votes
1 answer
511 views

A question about derivation in oblique view frustum

0 votes
0 answers
31 views

Environment map: inverting (phi, theta) to (x,y,z) mapping

1 vote
1 answer
61 views

Why is the indirect illumination (using IBL) in my PBR shader overpowering everything?

0 votes
1 answer
369 views

OpenGL blending with the screen

0 votes
2 answers
1k views

Conversion from W/cm2 ( or W/m2) to W/sr

0 votes
0 answers
23 views

Rotating shader UV around camera position in world space

0 votes
1 answer
145 views

Point a normal vector towards a point in 3D-Space

2 votes
1 answer
32 views

Why are YCbCr transforms defined in terms of gamma-corrected RGB?

0 votes
1 answer
139 views

Do GL compute shaders trigger TDR if they crash. Not just timeout?

3 votes
1 answer
62 views

Why is the z coordinate simply set to 1 for setting up direction of a ray in ray marching

1 vote
2 answers
290 views

Defining "inside" and "outside" of a 3D space

1 vote
1 answer
188 views

How to get the boundary of delaunay triangulation


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