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Simon F's user avatar
Simon F's user avatar
Simon F's user avatar
Simon F
  • Member for 8 years, 10 months
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34 votes

How does hardware texture compression work?

24 votes
Accepted

Why do T-junctions in meshes result in cracks?

20 votes
Accepted

Does a sphere projected into 2D space always result in an ellipse?

16 votes
Accepted

Is using many texture maps bad for caching?

15 votes

Why do GPUs divide clip space Z by W, for position?

10 votes
Accepted

Why do adjacent triangles never overlap when rasterized?

9 votes
Accepted

Double buffering always necessary?

8 votes
Accepted

What are sample gaps during scan conversion?

8 votes

Uses for Stencil Buffer

7 votes

Blur with alpha transparency

7 votes

Why replicating the higher bits of RGB565 when converting to RGBA8888?

7 votes

Gaussian blur with transparency

6 votes

How to handle a parametric equation in raytracing?

6 votes

I dont understand how a GPU computes and branches, could you please help me fix this shader preformance

6 votes
Accepted

How should I fill a shape consisting of Bezier curves and straight lines?

6 votes
Accepted

How to implement Constructive Solid Geometry in ray tracing with implicit surfaces (spheres)?

6 votes

Why are texture coordinates often called UVs?

5 votes

Reliable test for intersection of two Bezier curves

5 votes
Accepted

Moires patterns despite using mipmaps

5 votes

How to raytrace Bezier surfaces?

5 votes

Algorithms for scan converting b-spline and nurbs

5 votes

Turn an enclosed region into a triangle mesh

5 votes

What happened to my texture mapping?

5 votes

How to use multithreading in 3D software renderer to speed up fetching texture values

5 votes

Surface shading on an triangle

5 votes
Accepted

Are vertices reprocessed per-poly for indexed meshes?

5 votes

Are textures automatically Morton-coded when loaded to VRAM?

4 votes

Does premultiplied alpha give order independent transparency?

4 votes

How is a projector handled in a Ray Tracing environment?

4 votes

What does GPU assembly look like?