Tags

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.

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For questions involving use of the OpenGL graphics library.
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Questions specific to raytracing (as opposed to scanline rendering), the 3D graphics technique of intersecting rays from the camera with objects in the scene.
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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.
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Questions and problems dealing with three-dimensional space, including 3D meshes and other data structures, vector math, transformations, etc.
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For questions related to textures: procedural generation, encodings, aspect characterisation, filtering, mapping, storage...
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mathematical operations that can be applied to an object to change its scale, position and orientation.
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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.
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For questions about the path tracing Monte Carlo algorithm for physically accurate global illumination, or its variants.
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Problems involving meshes and other geometry representations, and manipulating, transforming, or extracting information from them; algorithms for solving geometrical problems such as computing interse…
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WebGL extends the capability of the HTML canvas element to allow it to render accelerated 3D graphics in any compatible web browser.
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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…
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For questions about the Vulkan graphics/compute API.
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Shadows cast by objects in front of lights, whether raytraced, shadow maps, shadow volumes, or any other technique
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For questions about scalable 2D graphics based on vector operations, as opposed to raster graphics. For example, polygons, Bézier curves and ellipses.