Thomas's user avatar
Thomas's user avatar
Thomas's user avatar
Thomas
  • Member for 3 years, 7 months
  • Last seen this week
6 votes
1 answer
895 views

OpenGL: read texture mipmap level 0 and render to same texture mipmap level 1

4 votes
1 answer
373 views

Three quaternions interpolation with barycentric coordinates

4 votes
2 answers
260 views

results of Curved PN-Triangles algorithm has visible edges

2 votes
1 answer
132 views

Creating glsl library

2 votes
0 answers
64 views

multiple Quaternion slerp inverse to calculate relative coordinates

2 votes
1 answer
581 views

Compute the interpolation factor between the SLERP of 2 quaternions, given those quaternions and the SLERP result

2 votes
1 answer
131 views

enable / disable transform feedback within glsl for specific primitives

2 votes
1 answer
103 views

using parts of GL_TEXTURE_2D_ARRAY as GL_TEXTURE_CUBEMAP_ARRAY

2 votes
1 answer
372 views

efficient way to get min/max distance during rendering

1 vote
0 answers
49 views

Variance Shadow Mapping (Shadow occurs when normal vector is close to light direction)

1 vote
2 answers
2k views

Opengl GLSL binding locations confusion

1 vote
0 answers
129 views

Time Interval Ray Tracing performance

1 vote
1 answer
291 views

draw on cubemap with help of geometry shader each triangle covers each cubemap face (why??)

1 vote
1 answer
378 views

OpenGL Framebuffer with multiple Depthbuffers inside

1 vote
1 answer
334 views

Does atomic functions on same memory location cause an performance issue?

1 vote
1 answer
183 views

OpenGL layered rendering with multiple additional clip planes per view

1 vote
1 answer
500 views

how to change the near clipping plane of a perspective projection matrix for OpenGL

1 vote
1 answer
251 views

Mesh-Shader and layered rendering

1 vote
0 answers
117 views

Convolution shadow mapping apply filter

1 vote
1 answer
490 views

How to instanced and indirect render geometry [OpenGL]

1 vote
1 answer
32 views

Why shouldn't I discard faces during Tessellation control stage

1 vote
1 answer
199 views

Workgroup size performance change?

1 vote
1 answer
80 views

Graphics API and double precision

1 vote
1 answer
75 views

Partial Workgroup release of compute shaders?

1 vote
1 answer
61 views

enumerate vertices from tessellation evaluation stage (Triangle patch)

0 votes
1 answer
162 views

GLSL get min/max index of vec3

0 votes
1 answer
41 views

Tessellation evaluation shader: vertex duplicates on triangle tessellation

0 votes
0 answers
32 views

interpolated normal vectors after tessellation. How to hash patch corner / edge vertices?

0 votes
1 answer
47 views

Gregory triangle patch, calculating $b_{i,j,k}$

0 votes
0 answers
147 views

looking for meshlet generation algorithms