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Top Questions

0 votes
3 answers
23 views

Texture coordinates

0 votes
1 answer
72 views

Constructing half-edges table from triangle list without hash

0 votes
2 answers
54 views

Geometry Shader Not Working

0 votes
0 answers
17 views

Confusion about different sampling strategies in Monte Carlo Path Tracing

3 votes
2 answers
456 views

How to determine RGB values given a display spectral response curve?

3 votes
0 answers
19 views

Profile GPU performance in Direct3D 11

0 votes
2 answers
119 views

Storing array of floats within shader

5 votes
1 answer
2k views

Which interpolation algorithm does MS Paint on Windows 7 use for image rescaling?

0 votes
1 answer
44 views

Raycasting wall slice height issue

15 votes
2 answers
681 views

Problem with definition of BSDF and radiance

0 votes
1 answer
47 views

Gregory triangle patch, calculating $b_{i,j,k}$

0 votes
0 answers
23 views

Issues understanding rotations exported from Blender to gltf

0 votes
1 answer
68 views

Triangle Rasterization Shaking Issues

1 vote
1 answer
63 views

Convert between screen and world coordinates in isometric 3D

0 votes
1 answer
205 views

How to properly create textures using DSA for ImageTexture in OpenGL

0 votes
1 answer
63 views

How to correctly handle rendering of ~600000, arbitrary colored 2D squares with WebGL?

2 votes
1 answer
113 views

How to properly use the BRDF from glTF 2.0 specification in path tracing while using metallic/roughness materials?

2 votes
1 answer
55 views

Raymarching Refraction

1 vote
1 answer
42 views

Fixing bias in Specular lobe

1 vote
2 answers
2k views

Opengl GLSL binding locations confusion

2 votes
3 answers
2k views

vulkan perspective matrix vs opengl perspective matrix

1 vote
1 answer
171 views

Nomenclature: Other word for non-closed polygon?

1 vote
1 answer
78 views

Is it possible to read arbitrary data at arbitrary array offset in glsl?

4 votes
2 answers
190 views

cosine term in rendering equation

-1 votes
0 answers
43 views

How can I change the dpi of an image?

0 votes
1 answer
332 views

OpenGL ignores glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

1 vote
0 answers
32 views

Why does my implementation of a sinusoidally time-varying color work so slowly?

1 vote
1 answer
111 views

k-torus code in C++

0 votes
1 answer
145 views

Procedural generation of genus $k$ tori triangle meshes

0 votes
1 answer
60 views

Extrapolating geometry across a triangle mesh?

2 votes
1 answer
640 views

Rendering splines on GPU

-1 votes
1 answer
26 views

How to implement camera translation arround object using gluLookAt?

0 votes
0 answers
17 views

Doing spectral analysis in GLSL, how can I get FFT-level fidelity in my results?

0 votes
1 answer
108 views

Sensor size of Sony HDR-HC7e

2 votes
1 answer
45 views

value range in CIEXYZ space

0 votes
1 answer
65 views

How to imlement the Phong BRDF

1 vote
1 answer
88 views

How do I normalize all pixel values such that all pixel values are 'pulled towards' the mean?

1 vote
0 answers
55 views

Spherical Harmonics for view-dependent effects in research of learned radiance fields (NeRF, 3D Gaussian Splatting)

2 votes
1 answer
149 views

How is Aperture and Pixel Size accounted for in calculating received power using ray tracing?

5 votes
1 answer
93 views

Screen space line anti aliasing

1 vote
1 answer
359 views

Normal Artifacts On Grazing Angles

1 vote
2 answers
424 views

Performance impact/implications of constant buffers / uniform buffers

1 vote
1 answer
243 views

Receiver plane depth bias - matrix explanation / derivation

0 votes
1 answer
76 views

How do I tell what kind of shader an hlsl shader is by looking at the code?

0 votes
0 answers
62 views

What kind of code would it take to visualize just 1 3d gaussian in Godot?

0 votes
0 answers
23 views

Normal blend mode math

1 vote
0 answers
23 views

What is the difference between Uniform/Storage Buffer and Hitgroup Record data buffer?

1 vote
1 answer
948 views

Using Bresenham's circle algorithm (or another alternative algorithm) to draw an arc


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