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Questions tagged [data-structure]

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1
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1answer
72 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 ...
0
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0answers
53 views

Which of these 2 general designs for a game engine is better?

I have roughly seen 2 different ways rendering engines are commonly handled (there could be more). And was wondering which general design is better for a general purpose engine. Central Handler ...
2
votes
1answer
493 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
42 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
73 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
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0answers
23 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
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0answers
90 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
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0answers
39 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
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1answer
69 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
92 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 ...
6
votes
1answer
150 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
380 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
140 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 ...
4
votes
1answer
281 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
404 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
456 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 ...
8
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
347 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
1k 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
112 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. ...