A tag is a keyword or label that categorizes your question with other, similar questions. Using the right tags makes it easier for others to find and answer your question.
OpenGL (Open Graphics Library) is a graphics standard and API which is platform-independent and available for desktop, workstation and mobile devices. It is designed to provide hardware-accelerated re…
Questions specific to raytracing (as opposed to scanline rendering), the 3D graphics technique of intersecting rays from the camera with objects in the scene.
Questions and problems dealing with three-dimensional space, including 3D meshes and other data structures, vector math, transformations, etc.
For all questions related to shaders, i.e. the programmable part of the GPU pipeline. For language-specific shader questions, see also the [glsl] and [hlsl] tags.
For questions related to textures: procedural generation, encodings, aspect characterisation, filtering, mapping, storage...
GLSL is the OpenGL shading language. Use this tag for questions which are specifically about shaders written in this language. For generic shader questions use [shader] instead.
Transformations are mathematical operations that can be applied to an object to change its scale, position and orientation.
For questions about the path tracing Monte Carlo algorithm for physically accurate global illumination, or its variants.
Problems involving meshes and other geometry representations, and manipulating, transforming, or extracting information from them; algorithms for solving geometrical problems such as computing interse…
WebGL extends the capability of the HTML canvas element to allow it to render accelerated 3D graphics in any compatible web browser.
For questions about the Vulkan graphics/compute API.
For questions about computations subject to real-time constraints. The minimum framerate for a real-time illusion is usually considered to be around 24 frames per second. See also [interactive] for le…
For questions related to the rasterization process, both in terms of GPU hardware and algorithms related to rasterization.