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Questions tagged [rasterization]

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I'm implementing my first rasterizer, and I've run into a 2 issues with Phong shading that I have no idea how to debug. First, specular lighting seems to be completely missing. Second, there is an ...
diniamo's user avatar
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2 votes
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I'm working on a 3D Software Rasterizer and I'm wanting to render textures on walls now. I've tried to do it myself, but failed since it just distorts. I read up on the wikipedia page for Texture ...
DehGoose's user avatar
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I wrote a shader that implements most ShaderLab commands: Rendering without anything fancy: After enabling conservative rasterization: After disabling Z write: Ironically, that's exactly what I ...
aybe's user avatar
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I'm working on a tiny DOOM Style Renderer and I've managed to piece together something that can render walls. I pieced it together by looking at videos from 3DSage and The Old School Coder; I got a ...
DehGoose's user avatar
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I'm trying to make a tiny software renderer in hopes I can make some crappy little game in the far future, and I've hit a roadblock where nothing helps at all. I've found that whenever I go into the ...
DehGoose's user avatar
1 vote
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Looking at the pipeline of games, I am confused about the necessity of homogeneous coordinates. For gameplay logic, a 4x3 matrix is enough to handle translation, rotation, and scale. I can't think of ...
lotsof one's user avatar
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I've heard alot that I need to use fixed-point math, top-left rule, etc. to eliminate gaps between triangles but the thing is how did Quake not have any gaps, did it? I've seen Quake's math file and ...
MaximMogulev's user avatar
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2 answers
747 views

There was this game that I used to play when I was a kid. It's named Another World. It was ahead of its time in graphics, it even has real-time cutscenes on the SNES version. That game does not use ...
Eduardo Procópio Gomez's user avatar
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572 views

So I am trying to draw and fill a triangle on the screen using the barycentric method, but my barycentric implementation seems to be outputting outside triangle coordinates, why? ...
is code's user avatar
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1 answer
750 views

I was reading about how rasterization works but there is one topic I can't quite understand. After perspective projection, our point is in clip space as I understand it. Now we test all points in a ...
Argus Kos's user avatar
-1 votes
1 answer
340 views

https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling I cannot figure out how we go from uAB-vector + vAC-vector + PA-vector = 0 to the linear system with ...
Bluebomber357's user avatar
1 vote
1 answer
162 views

https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling I am on lesson 2 of the "Opengl in 500 lines" tutorial. I ...
Bluebomber357's user avatar
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So I have used the code of this website for drawing filled triangles. But I would like to improve my game by adding the illusion of color. Well sadly I made my game for the monochrome Nokia 5110 ...
Leocat's user avatar
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VERY IMPORTANT NOTE: Im trying to fill a triangle. I have already made the 3D part. Sorry if this wasn't understandable. I'm currently trying to create a simple 3D-Engine. Well, I have successfully ...
Leocat's user avatar
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0 votes
1 answer
403 views

I've been unable to make it work and I'm not sure whether it's a problem with my code or if this can even be done. I'm sure there is a way to prove whether it is possible mathematically but I don't ...
Zhro's user avatar
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4 votes
3 answers
4k views

I'm experimenting with drawing circles and have brute-forced a very simple one: Pseduocode: ...
Zhro's user avatar
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1 vote
1 answer
818 views

I am having an issue rasterizing a triangle. The goal is to calculate barycentric coordinates and make the triangle based off those coordinates. I am having an issue with having weird jaggy missing ...
Joe's user avatar
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6 votes
3 answers
1k views

It seems the only time depth is used to discard data is during rasterization, i.e. at the fragment level. In the geometry stage, I've only see culling and clipping of vertices. Is it not possible to ...
Colin's user avatar
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13 votes
1 answer
3k views

Based on this article I understood the base principle inside the Rasterization algorithm: ...
user2377766's user avatar
2 votes
1 answer
1k views

I want to know the triangle ID of each rendered pixel is coming from. Is there a way to do this in OpenGL?
user109352's user avatar
13 votes
2 answers
1k views

I am learning programmable rendering pipeline by implementing a tiny software renderer. I try to implement it in a 'hardware' style. However, I am not familiar with the GPU pipeline and got some ...
stanleyerror's user avatar
2 votes
1 answer
1k views

I am trying to recreate a image like this ... or just each point Using Bresenham line algorithm, but can't seem to able to do so.. The point i receive from my computation doesn't look like a like, ...
noob's user avatar
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2 votes
1 answer
265 views

I have an image with shapes in it (squares and triangles with different colors scattered in the image) and I have an algorithm that matches the image and extracts the geometry vertices from image raw ...
Joseph's user avatar
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0 votes
1 answer
2k views

I am creating a 3D software renderer, and I have a wire frame cube rendering. Now I am working on solid color rendering and I am wondering what an efficient algorithm for shading the contents of the ...
Hyden's user avatar
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5 votes
1 answer
550 views

While I have a lot of experience with coding SW&HW 3D rasterizers across multiple platforms and eras, I never got to coding a 2D renderer for a non-polygonal racing game with multiple rolling ...
3D Coder's user avatar
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0 votes
1 answer
547 views

I'm developing an application in Unity3D where a user can define 4 pixel points on screen, and what I would like to do is fill this shape with pixels using Unity's SetPixel. While I can do this ...
Greg Quinn's user avatar
4 votes
2 answers
304 views

I'm currently working on my 2D survival game, where the world is infinite and generated by perlin noise. I wanted to also include biomes and this article interested me - http://www-cs-students....
Byte's user avatar
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1 vote
2 answers
246 views

I have two point clouds of n points: A dense ball-shape point cloud with many points inside A spherical point cloud with points on its surface. Is there (really) any difference between rendering (...
Jolfaei's user avatar
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1 vote
1 answer
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thanks for clicking on this question although it has likely one of the most un-specific and confusing titles on this site. I am somewhat new to XNA and I have only posted 1 question on this site ...
BlackAfricano's user avatar
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1 answer
2k views

I have read articles about shader programing and understood the very basic knowledge of shader programing. One thing I always get confused is about the texture mapping. What I pass(output) from VS to ...
Noob Game Developer's user avatar
20 votes
3 answers
44k views

I'm playing around with height maps (bitmaps), trying to create some of my own in my game, and for that I need to implement some basic drawing methods. I've quickly realized that drawing straight ...
Fredrik Boston Westman's user avatar
0 votes
1 answer
256 views

Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)? Consider following situation. I ...
jantobola's user avatar
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1 vote
1 answer
899 views

I'm writing a program which displays a MS3D model using DirectX, and unfortunately, the result shows nothing on the screen. When I use the Graphics Debugger from Visual Studio 13, I notice that the ...
khanhhh89's user avatar
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0 votes
1 answer
290 views

I have a scene that is rendered from the point of view of the light using an orthographic projection matrix. For an arbitrarily shaped and oriented object that doesn't change its shape or size in ...
TravisG's user avatar
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3 votes
1 answer
1k views

I'm working on a software rasterizer to use in my project. I have implemented one that works well, however, often my rasterizer under or overestimates triangle coverage. I need perfect emulation of ...
P. Avery's user avatar
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1 vote
1 answer
2k views

I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. ...
toby's user avatar
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5 votes
1 answer
551 views

Let's say we have a 2D image black on white that shows a closed geometric shape. Is there any (not naive brute force) algorithm that approximates that shape as closely as possible with n triangles? ...
AturSams's user avatar
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3 votes
2 answers
2k views

I have a set of vertices in 3D space, and for each I retain the following information: Its 3D coordinates (x, y, z). A list of pointers to some of the other vertices with which it's connected by edges....
toby's user avatar
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