Wikipedia states that a stencil buffer is some arbitrary buffer a shader can use.
However, it hints that it's used for clipping, or otherwise "tightly binding" the depth and pixel buffers, slightly ...
I have written a deferred renderer that can use either a fragment shader or a compute shader to execute the shading pass. Unfortunately, the compute shader implementation runs slower. I'm trying to ...
I did a quick investigation about the topic but there doesn't seem a decent resource to find related problems without digging into latest CG papers (unlike CS problems you can easily find a Wikipedia ...
In film school, in the classes of 3D modeling, I was told that when we model something for films we maintain topology of 4 edged polygons. Any polygon which has more or less than 4 edge/vertex is ...
I am trying to use constructive solid geometry (CSG) and boolean operators to combine various shapes and get the outer (possibly concave) hull. This seems to work okay when using primitive shapes like ...
sRGB is often contrasted with "linear RGB."
Images are stored on disk and passed to displays in sRGB, which is approximately perceptually uniform in intensity.
Shader math is done in linear RGB, which ...