Timeline for Techniques for rendering high polycount models
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jul 15, 2019 at 10:30 | vote | accept | tester | ||
Jun 28, 2019 at 0:47 | answer | added | RoboticForest | timeline score: 0 | |
Jun 27, 2019 at 16:14 | answer | added | ratchet freak | timeline score: 1 | |
Jun 27, 2019 at 15:55 | review | Close votes | |||
Jul 12, 2019 at 3:05 | |||||
Jun 27, 2019 at 13:09 | comment | added | tester | @DanHulme I have edited the post with more specific details. (Rasterisation when using a graphics API like OpenGL or Vulkan) | |
Jun 27, 2019 at 13:08 | history | edited | tester | CC BY-SA 4.0 |
Specified
|
Jun 27, 2019 at 10:46 | comment | added | Dan Hulme | It entirely depends on what type of renderer you're talking about. Techniques appropriate to ray-tracing aren't necessarily appropriate to triangle rasterisation, and vice-versa. If you're using scanline rasterisation, are you asking from the POV of someone designing a GPU, implementing OpenGL (or similar) in software, or writing an application that sends triangles to an OpenGL implementation? | |
Jun 27, 2019 at 10:30 | review | First posts | |||
Jun 28, 2019 at 11:19 | |||||
Jun 27, 2019 at 10:25 | history | asked | tester | CC BY-SA 4.0 |