Questions tagged [z-buffer]
The z-buffer tag has no usage guidance.
23
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Silhouette edge detection alternatives to Sobel
I'm trying to implement a silhouette detection algorithm in post-processing. I've come across solutions based on Sobel/Roberts cross/... filters and I was wondering if there are more accurate ...
3
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1
answer
575
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Correct way to interpolate 1/z?
I have doubts on 1/z depth buffer interpolation. According to this website, the correct 1/z interpolation formula is
$\dfrac{1}{P.z} = \dfrac{1}{V0.z} * \lambda_0 + \dfrac{1}{V1.z} * \lambda_1 + \...
0
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1
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293
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Understanding gluUnProject
I was studying how the OpenGL's gluUnProject works. There is one thing I don't understand: is there any benefit of returning a ray instead of 3D point?
One can use this function to get a ray not a 3D ...
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66
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Data type for coordinates
I am trying optimize routines for drawing primitive shapes for my custom 3D renderer.
What is the best data type for representing a coordinate in 3D space? I thought that integer would be the best ...
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1
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171
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Why we calculate z buffer value from plane equation $AX+BY+CZ+D=0$?
Suppose in perspective projection $(x, y, z)$ coordinate projects to point $(x_p, y_p, z_{vp})$ in projection plane $AX+BY+CZ+D=0$ where projection plane kept at $z_{vp}$ position. And the plane $AX+...
1
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91
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OpenGL in CodeBlocks with GNU GCC compiler not recognising some constants
I am writing basic code to; draw triangles, lines etc; to translate and orient them, and to project them in perspective, solving the occlusion problem using the depth buffer.
Having had success with a ...
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0
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57
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Obtaining sample position z value when using positions from depth buffer for SSAO
I was looking to implement SSAO; demonstrated on learnopeng (https://learnopengl.com/Advanced-Lighting/SSAO). While I have implemented the way they have done it i.e using a position texture for ...
1
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2
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2k
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OpenGL transparency - object behind is not rendered
I'm trying to implement voxel world using OpenGL (Core 3.3). I've come across a problem with transparency. It looks like sometimes GPU decides to not render stuff that would be important. Can you help ...
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123
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Examples of cases where you write depth value in Fragment Shader?
I've very less knowledge when it comes to rasterization and typical rendering in games and other applications. So I was reading up on the rendering pipeline and found that the hardware could do early ...
0
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1
answer
425
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Generate Hi-Z buffer using single PSO and single UAV
I'm currently implementing SSR in my engine and I've created Hi-Z buffer using multiple PSOs in way presented below:
Create descriptor table with multiple UAV entries (this case - 3 entries for Mip 0,...
2
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1
answer
365
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A solution to sprite visibility in a raycasting engine with variable wall heights?
I am writing a raycasting engine. At this point, I have added sprites, and I am using a z-buffer, with one stored length to a wall for the x coordinate of each ray. Below is an image of a sprite which ...
1
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1
answer
330
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Objects in depth buffer are always black (0.0)
My problem is exactly what titles and screenshot below says - rendered object depth value is 0.0 in depth buffer. I'm using DirectX 12.
Matrices:
...
2
votes
2
answers
716
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What does the z-buffer look like in memory?
I am an amateur game developer, and I've been reading a lot on how computer graphics rendering works lately. I was reading on the Z-buffer recently and I can't quite seem to be able to wrap my head ...
1
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1
answer
462
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Problem using Decaling with Stencil to avoid Z-fighting
I need to create a decaling into a surface like a mesh, and to avoid Z-fighting I've been using Stencil Buffer to Turn-off depth test and make the decaling over the surface the Stencil Op permits. In ...
3
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833
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Layer rendering in Vulkan
I am writing a Vulkan video manipulation engine which has the following layers:
Foreground (2D)
Scene (3D)
Background (2D)
Note that each layer may have multiple objects, some of which may be ...