Podcast #128: We chat with Kent C Dodds about why he loves React and discuss what life was like in the dark days before Git. Listen now.

Questions tagged [data-structure]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
1
vote
0answers
14 views

How to handle object drawables?

Currently the graphics API I am using is Vulkan, but I am trying to find a general enough way to represent the following. In graphics, drawing can be generalized as: Get vertex buffers and send them ...
0
votes
0answers
28 views

How to pass an SAH based BVH to the GPU using OpenCL

So I'm in the midst of implementing an SAH based BVH (the one implemented in PBRT) for my pathtracer. The whole path tracer is written inside an OpenCL kernel. Now I need to build the BVH on the CPU ...
1
vote
0answers
31 views

Help with efficient quadtree vertices indexing to avoid redundancy

I am creating a quad tree from ground zero, because I am going to collapse it from bottom up I am refining it with a certain LoD level. I am using glm for mathematics and opengl for rendering. ...
3
votes
1answer
109 views

Compute shader textures compared 2D float4 arrays

I am wondering is there a difference in performance between using floating point textures as my 2D float4 array vs just passing in 2D float4 arrays? 2D float arrays eliminate the need to do texture ...
7
votes
2answers
920 views

Why are oct trees so much more common than hash tables?

When reading papers I commonly find Oct tree implementations of geometry representations to sort the data. However whenever I think about the problem hash tables seem better overall. Hash tables have ...
1
vote
1answer
82 views

Why is pixel 0,0 at the top left of some formats and bottom left of others?

It seems that every image format (jpeg, png, tiff, bmp, jp2000...) doesn't place their origin at the same corner. Do you know where I could find some info about this differences? I can only say that ...
5
votes
1answer
3k views

Difference between BVH and Octree/K-d trees

So I'm currently reading up on acceleration data structures and so far I've heard there are 2 main schemes. Object Subdivision and Spatial Subdivision. The Bounding Volume Hierarchy belongs to the ...
1
vote
2answers
56 views

How to assign a texture to a single entry of a texture array?

The C++ psuedo code to transmit the idea of what I want to do would be: Texture_array tarr = Texture_array(6); tarr[0] = texture; Which I am attempting to do as ...
1
vote
1answer
368 views

How do you load multiple textures into an array texture with OpenGL?

I have been reading the OpenGL documentation but it is not clear to me how to achieve the following. Say we have an array of strings. Each string in the array is a valid relative path to an image ...
1
vote
0answers
31 views

Proper design of data structure to store wavefront file information?

Currently I have a naive Mesh data structure to store wavefront files. This data has 3 buffers for the vertices, normals and UVs. It works well to the point I can render the sponza scene, despite ...
4
votes
0answers
106 views

What techniques are used to build ray intersection acceleration structures on the GPU?

What improvements and alternatives have been developed since HLBVH was introduced in the 2010 paper HLBVH: Hierarcihcal LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry by J. Pantaleoni ...
2
votes
0answers
53 views

How to pass *struct*ured data from libGDX to openGL shader?

I know about the standard methods to pass floats, ints, or vectors. However, I'm curious whether there is an elegant way to pass data from libGDX Java code directly into a shader struct. I'm looking ...
-1
votes
1answer
138 views

How to modify a part of VBO data without Compute Shader or OpenCL?

After binding the data to the vertex buffer object as follows, how to modify the buffer data? (Each subdata size is 3$*$ data size (three elements per index) ...
1
vote
1answer
165 views

is a scene graph actually a tree?

All "scene graphs" I've seen in practice are actually trees, but I have some vague memories about somebody saying a while ago that sometimes they can actually be graphs (technically, trees are already ...
5
votes
1answer
244 views

Why sending data from gpu to cpu is slower than cpu to gpu?

Why sending data from gpu to cpu is slower than cpu to gpu? I heard the relation is similar to network situation, in detail, the upload is slower than download. However, I could not understand the ...
3
votes
1answer
1k views

What is the definition of a Half Edge?

I ran into half-edges as part of the result of a Delaunay Triangulation library, but can't find an actual definition of what one is. I understand vertices, edges and faces, but can't find a concrete ...
4
votes
3answers
158 views

Dealing with wasted space when using SIMD on CPU for vector maths

I've been getting interested in SIMD programming on CPU using SSE recently, but I'm a complete noob on the subject. I found this article describing how to make an efficient float3 type using the ...
3
votes
1answer
338 views

Data structure and algorithm for clipping triangulation with leaf nodes of an octree

I have an application in which I am using an octree to store a volume mesh of axis-aligned bounding boxes (AABBs). Given a water-tight manifold triangle mesh, I need to: find if an AABB is ...
3
votes
2answers
731 views

How to generate binary gltf array buffers?

I'm looking for any way which enables me to quickly generate gltf files including the conversion of plain array buffers (vertex, index, color, etc.) into binary (bgltf, glb, bin) files. I'm asking ...
3
votes
2answers
717 views

Is it possible to store the plain buffer data in gltf files?

The GL Transmission Format comes along with a JSON styled main file which basicly describes the scene and binary files which contain the buffers. I'm currently writing a WebGL library and I need to ...
9
votes
1answer
2k views

What is the benefit of using Half Edge over Winged Edge?

For mesh representation, what is the benefit of using Half Edge over Winged Edge data structure? I understand both mesh representations, the only difference is that half edge uses directional edge ...
7
votes
1answer
560 views

The meaning of early ray termination and front-to-back traversal in ray tracing

I'm new to computer graphics. These days I've been trying to understand how ray tracing using an acceleration data structure works. I came across the term "early ray termination" several times, I ...
4
votes
2answers
2k views

Are there any gltf example datasets available? [closed]

I'm currently researching my options on effeciently exchanging data for a webgl application. I understand the gltf format is still being drafted but I need some example data to understand whether this ...
9
votes
0answers
131 views

How to describe the bi-directional links for the Weiler-Atherton algorithm?

My postscript interpreter currently implements the Hodgeman-Sutherland clipping algorithm but this is limited to simpler shapes and doesn't have a provision for utilizing various winding-number rules. ...