All Questions
Tagged with depth-buffer optimization
4
questions
1
vote
0
answers
182
views
Z-Fighting mitigation performance overhead
Which of following approaches will have less performance overhead(using threejs renderer)?
I am currently have an issue with z-fight for distant objects, while my near/far plane is already set to most ...
0
votes
0
answers
102
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Punching holes through a texture and making them regenerate back again in an efficient way
I'm working on a prototype where the user can use the mouse to punch holes through a texture, making this texture see-through in that area for a certain amount of time. After that time, the hole will "...
1
vote
0
answers
1k
views
Why does reverse depth buffering provide more precision? (with DXGI_FORMAT_D24_UNORM_S8_UINT Datatype layout)
I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
5
votes
1
answer
3k
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Early Z-test / depth-test in DirectX 11
As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels.
From what i understand, the rasterizer calls the pixel shader for ...