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-1 votes
1 answer
191 views

Drawback of painters algorithm:

We know that to scan convert any polygon first we need to pass any 4 tests of Painter's algorithm. Suppose I have two polygon S1 and S2, which order is S1->S2.we see that all 4 tests are failed. ...
S. M.'s user avatar
  • 117
2 votes
2 answers
461 views

z ordering in directx11

Hi recently i am trying to implement z ordering system into my directx framework. So every object will have z order property(int), and this value will have higher priority than depth checking for ...
KIM CHANGJUN's user avatar
0 votes
1 answer
1k views

Left-handed version of the reversed depth projection with infinite far plane

Let's say that I have standard left-handed WorldToView and ViewToScreen row-major matrices in the same vein as the DirectX ...
Swyter's user avatar
  • 21
5 votes
1 answer
4k views

How to compute point in view space from depth?

I am trying to implement do some screen space rendering but after looking over the web I still don't find answers to some doubts. First, I need to compute the point in view space from a value in the ...
BRabbit27's user avatar
  • 301
2 votes
2 answers
2k views

How to determine the visibility of a single vertex, given a viewpoint?

I have a 3D triangle mesh, and I want to know, given a viewpoint (defined by a model, view and projection matrix), if a certain vertex is visible or not. My approach was to render the mesh using ...
Ela782's user avatar
  • 131