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-1 votes
2 answers
786 views

How can i wrap the earth image around a 3D Sphere using OpenGL, GLFW, GLAD, GLM?

Please help me out with this thing and currently i am a little more than a beginner so please tell me in that context. i don't need any obsolete methods for creating this like using GLUT or GLEW.can ...
bhagya731's user avatar
0 votes
0 answers
157 views

How to guarantee rasterization of triangles in a voxel representation

There are 2 problems i am trying to solve involving rasterization of geometry in 3D. The first is, my 3D texture is created with a top down viewd, so triangles that are perfectly orthogonal to the ...
Makogan's user avatar
  • 1,736
3 votes
0 answers
121 views

How can i achieve reflections like this?

I was in my elevator when i saw this... As you can see here that reflections are kind of stretched. What causes this? And how can we achieve something like this in computer graphics?
videogamechef's user avatar
3 votes
1 answer
124 views

culling meshes across mulitple layers

I am implementing foveated rendering. My FBO is divided into 2 layers which are concentric. The first layer covers 1/3 of the Framebuffer whereas the second one covers the rest of the screen. Now I ...
debonair's user avatar
  • 131
7 votes
1 answer
252 views

Shadow map projection issue

I am using Unity but this question might not be proper to this engine. I have projected the shadow map onto this sphere but there are grazing shadows. Is it possible to avoid it or to correct it as I ...
MaT's user avatar
  • 1,229
5 votes
1 answer
1k views

Ray-triangle intersection algorithm not intersecting (C++)

I've been trying to implement the Moller-Trumbore ray-triangle intersection algorithm in my raytracing code. The code is supposed to read in a mesh and light sources, fire off rays from the light ...
Haley's user avatar
  • 51
11 votes
1 answer
2k views

Optimal memory access when using lookup tables on GPU?

I'm exploring isosurface algorithms on GPU for a bachelor's project (specifically concentrating on just binary in/out voxel data rather than real-valued fields). So I have a CPU implementation of good ...
russ's user avatar
  • 2,402