Questions tagged [rasterizer]
For questions related to the rasterization process, both in terms of GPU hardware and algorithms related to rasterization.
71 questions
0
votes
0
answers
49
views
What does the initial decision parameter mean in Bresenham’s line drawing algorithm and how is it derived?
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 ...
1
vote
0
answers
73
views
Subtle MSAA Differences Between Vulkan and DirectX 11 at Geometric Edges
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)...
0
votes
0
answers
86
views
Defining “overdraw”, including or excluding depth test discarded fragments
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 ...
0
votes
0
answers
52
views
How can I render to a specific display with the lowest possible latency using DirectX 12 and Windows 11?
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 ...
1
vote
0
answers
195
views
Projecting a texture onto UVs with GLSL
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 ...
1
vote
0
answers
227
views
What is the fastest way to rasterize a triangle?
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 ...
1
vote
0
answers
160
views
Help understanding Texture2D multi-sampling semantics: Why do we need sample index AND location?
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 ...
0
votes
0
answers
86
views
re-writing the rasterizer of a pipeline
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 ...
0
votes
1
answer
105
views
Patchy patterned artefacting in depth buffer
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 ...
0
votes
1
answer
239
views
Triangle Rasterization Shaking Issues
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 ...
3
votes
0
answers
194
views
I need to implement a CPU Rasterizer but am unsure how to parallelize rasterization
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 ...
5
votes
3
answers
5k
views
What is the difference between a "meshlet" and just a small mesh?
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, ...
2
votes
1
answer
189
views
Trouble transforming vectors from view space to screen space using a perspective projection matrix
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 ...
2
votes
1
answer
78
views
What does "rendering a surface shaded with vertex positions" mean?
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 ...
1
vote
1
answer
104
views
Unexpected behavior when polygon goes off the side of the camera
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 ...