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3 votes

How do I evenly subdivide the projection of a circle in 3D?

What you are after is a curve flattening, i.e. turning a curve (an ellipse in your case) into a polyline, in such a way that the discretization is not visible. This can be done by recursive ...
Yves Daoust's user avatar
2 votes
Accepted

Clever projection of point onto triangle?

The approach you are taking works but isn't very efficient. Projection of a point onto a triangle can be boiled down to classifying the point into the various regions defined by the support planes of ...
pmw1234's user avatar
  • 2,832
2 votes

Why need glClipControl-like extensions when implementing ReverseZ in opgl?

The screenshot you posted states the answer: The value gets mapped into [0, 1] for storage in the depth buffer later, but that doesn't help, since the initial mapping to [-1, 1] has already destroyed ...
Nicol Bolas's user avatar
  • 9,378
1 vote
Accepted

What are applications of 3D geometry to 2D geometry projection and occlusion handling?

Such a transformation is (was) mostly useful for line drawing. Because when rendering shaded surfaces, the 2D projections need to be painted with color gradients. These are quite difficult to compute ...
Yves Daoust's user avatar
1 vote

How do I evenly subdivide the projection of a circle in 3D?

When doing it inside shader stages, one possibility is the following using vertex- and tessellation-shader (only one triangle (3 lines) are needed): Within the vertex shader you can calculate the NDC ...
Thomas's user avatar
  • 829
1 vote

Clever projection of point onto triangle?

Your problem is essentially planar, as on can be convinced by looking in the direction perpendicular to the plane of the triangle. (This is achieved by using a change of coordinate system such that ...
Yves Daoust's user avatar
1 vote
Accepted

Understanding orthographic projection matrix clip coordinates

You are running on a few false assumptions here. Whoeever told you that "x, y, z are all in range [-1...1]" for clip coordinates was wrong, or explained it badly, or was misunderstood. First ...
Christian Rau's user avatar
1 vote

3ds max: Z-fighting when working with Large Objects

FYI, the first answer is very close to explaining the causes of Z-fighting, or Z-flashing. It is about decimal places and it does relate to distance, or the simulation of distance. To understand what ...
Rick Keller's user avatar

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