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Looking for answer for similar question, I found that work: It is based on automatic grid placement which depends on scene voxelization. Inspired by this I developed similar technique: First scene is voxelized with small voxel size (binary voxelization for memory saving) Result is ...


After coming back to the problem now with a fresh pair of eyes, I have managed to find my mistake. Ad Question 1 Yes, the formula is correct. The problem is hidden in the tangent and bi-tangent . When performing normal mapping, the tangent frame has to be perpendicular to the mapped normal, otherwise the term will not carry any information about the ...


There are explicit rules in the OpenGL specification about invariance guarantees. For the purpose of this discussion, these rules boil down to the following. Given a particular series of vertex processing shaders (VS, tessellation, and GS), there are some set of input values, uniforms, and the like which lead to the computation of the final gl_Position ...


That would be because the GPU is deterministic. For the same inputs (vertex positions) it should produce the exact same per pixel depth outputs. Z-Fighting usually occurs with polygons with different vertex positions but still on the same plane, so interpolation rounding errors show up as differences and hence Z-fighting.

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