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Questions tagged [rasterizer]

For questions related to the rasterization process, both in terms of GPU hardware and algorithms related to rasterization.

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In bresenham's line drawing algorithm, we assume that xk,yk is the first pixel to be plotted and then proceed to determine the next pixels. Whether it will be (xk+1,yk) or (xk+1,yk+1). (I suspect my ...
Ghungroo's user avatar
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I have implemented MSAA in my graphics engine, which supports both Vulkan and DirectX 11 backends. The MSAA settings are identical in both implementations (same number of samples, same resolve process)...
Adrián Poza Guillermo's user avatar
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My understanding is that, broadly, “overdraw” in rasterization is when particular pixels are drawn to more than once (from separate triangles), perhaps unnecessarily (when multiple opaque objects ...
Kevin Reid's user avatar
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I'm interested in doing some ultra-low-latency rendering for a custom XR device in Windows 11 with DirectX 12. The device's display appears to Windows as an ordinary monitor, so the standard, naïve ...
Richard Copperwaite's user avatar
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I am trying to project an image overlayed on top of a mesh in screen space back to it's uvs. The UV triangles do not always cover entire pixels so i get this. The red is showing where the texture is ...
Dusan Bosnjak 'pailhead''s user avatar
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I'm making a triangle rasterizer for my 3d engine because I forgot to make a depth buffer and I was wondering what is the fastest way to rasterize a triangle, I was thinking bresenham combined with ...
boobooplucker5's user avatar
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Looking at the windows HLSL documentation for Texture2DMS.Load found here: https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/texture2dms-load can someone help me better understand different ...
Dan's user avatar
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I have designed my graphics pipeline, actually similar to what exists now, you know, vertex shader, then rasterizer, interpolation, fragment shader and so on. But, some stuff are changed in my ...
maziar's user avatar
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I am writing a polygon rasterization renderer. Some meshes render flawlessly, but some produce strange artefacts in the depth buffer. These artefacts do not just appear when I save the depth buffer ...
sunsigil's user avatar
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I am making a Software renderer, and I noticed that there is a screen shaking like effect happening. shown in the first video: I tried doing filling without clipping against the small square, and the ...
Serilena's user avatar
3 votes
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194 views

I have a rendering engine that has CPU path tracing support, as well as GPU (Vulkan) rasterization and path tracing support. It uses a rasterization pre-processing step to identify the resolution of ...
Chris Gnam's user avatar
5 votes
3 answers
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Obviously, conceptually, a meshlet is just a small mesh. But what is the reason for making the distinction then? I'm assuming it has to do with how they are implemented. In a meshlet architecture, ...
Chris Gnam's user avatar
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1 answer
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I can't for the life of me figure out how to use a perspective projection matrix. My understanding is that, once objects are in view space, the the perspective transform uses the z-coordinate to ...
John Gietzen's user avatar
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I am a newbie in Computer graphics and trying to implement Dynamic Fusion following the paper. I can understand most of the paper, but there is this line bothering me "rendering the warped ...
Trong-Thang Pham's user avatar
1 vote
1 answer
104 views

I've been trying to make a simple rasterizer in JS, and it's working well except for this one bug. (Example) Here is part of the fragment shader, as I believe that's where something is going wrong (If ...
PersonMon's user avatar

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