Computer-Graphics | OpenGL , Computer Graphics Algorithms | Graphics library
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QUESTION
Background:
I have been eyeing writing an application which needs very basic but fast graphics (just drawing lines and squares), and I'm probably going to use a library such as GLFW, or Vulkano if i'm going with Rust.
I want to understand a specific, and I guess quite practical, detail of the Vulkan API. I understand that GPUs can be quite a complicated topic, but I want to emphasize that I don't have any background in low-level graphics or Vulkan, so I understand if my question cannot be answered, or if my question does not even make sense. I'll try my best to use the correct terminology. I have to admit, I'm not the best at skimming through and looking at large amounts of source code I don't quite understand and still grasp the overall concept, which is why I hope I can find my answer here. I've tried looking at the source code for Vulkan and Mesa drivers, but it bore no fruit.
ORIGINAL Question:
I want to understand how an API call is propagated to the GPU driver.
I have searched around, but couldn't find the specifics I am searching for. The closest posts I've found are these two:
https://softwareengineering.stackexchange.com/questions/279069/how-does-a-program-talk-to-a-graphics-card
https://superuser.com/questions/461022/how-does-the-cpu-and-gpu-interact-in-displaying-computer-graphics
They both mention something similar to "In order to make the GPU do something, you have to make a call via a supported API". I know that, but neither of the two dig into the specifics of how that API call is made. Hopefully, the diagram below illustrates my question.
...ANSWER
Answered 2021-May-26 at 14:02You are looking for the Vulkan-Loader/LoaderAndLayerInterface.md documentation.
The app interfaces with The Loader (sometimes called Vulkan RT, or Vulkan Runtime). That is the vulkan-1.dll
(or so
).
The Loader also has vulkan-1.lib
, which is classic dll shim. It is where the loading of core version and WSI commands happens, but you can skip the lib
and do it all manually directly from the dll
using vkGetInstanceProcAddr
.
Then you have ICDs (Installable Client Drivers). Those are something like nvoglv64.dll
, and you can have more of them on your PC (e.g. Intel iGPU + NV). The name is arbitrary and vendor specific. The Loader finds them via config files.
Now when you call something to a command obtained with vkGetInstanceProcAddress
(which is everything if you use the *.lib
only), you get onto a loader trampoline, which calls a chain of layers, after which the relevant ICD (or all of them) are called. Then the callstack is unwound, so it goes the other direction until the returned to the app. The loader mutexes and merges the the input and output to the ICD.
Commands obtained with vkGetDeviceProcAddress
are little bit more streamlined, as they do not require to be mutexed or merged and are meant to be passed to the ICD without much intervention from the Loader.
The code is also at the same repo: trampoline.c, and loader.c. It's pretty straightforward; every layer just calls the layer below it. Starts at the trampoline, and ends with the terminator layer which in turn will call the ICD layer.
QUESTION
I am trying to understand the access operator for a Matrix Multiplication.
...ANSWER
Answered 2021-Apr-27 at 18:31As quite a few people have already pointed out it is quite a poor matrix implementation: It let's you make assumptions about the internal implementation and has quite a few flaws. But I would lie if I said I would not have already seen implementations like this in research codes. ;) Instead of bashing the implementation I would like to briefly point out how it works as nonetheless it shows a few particularities of C++.
Overview
QUESTION
I would like to apply transformation matrix to a widget. In this case, I expect it to move 100 to right.
However, it does not move at all, but
...ANSWER
Answered 2020-Oct-25 at 20:31Your matrix is incorrect. Try:
QUESTION
So I'd like to get the SFML from the git tag directly using CMake FetchContent. Most of the tutorial are not using this, so I don't really know what to do, I use imgui-sfml-fetchcontent for the reference.
My CMakeLists.txt
...ANSWER
Answered 2020-Jan-03 at 20:00The variables are wrong. https://cmake.org/cmake/help/v3.16/module/FetchContent.html states that has to be lower case. Also squareskittles is right, you shouldn't use
${SFML_LIBRARIES}
/ ${SFML_INCLUDE_DIR}
, this is only valid if the old FindSFML.cmake
is used.
QUESTION
I am learning three.js. I tried to display some text but I am getting CORS policy access blocked error on loading the font file. I have checked if the path passed is correct, tried putting the file in various locations, but still nothing. Here is my code to load the text:
...ANSWER
Answered 2019-May-24 at 18:42This problem is not related with Three.js.
It's a security measurement implemented by browsers to protect the users from multiple threats. You can find more details about how it works in this post:
"Cross origin requests are only supported for HTTP." error when loading a local file
This is how Three.js suggests that you deal with this restriction: How to run things locally
QUESTION
I'm reading this tutorial on computer graphics, and ran across the following code example.
...ANSWER
Answered 2018-Aug-20 at 18:46const T &xx
is a reference (&
) to a const T
.
By using a reference instead of simply passing T xx
, a potentially expensive copy can be avoided, in case T
is a complex type. (Might be premature optimization in this case, because your typical Vec3
will only be instantiated with types like float
or double
, but the compiler will optimize it out anyway.)
By making it a reference to a const
T
, the caller can be certain that the T
they pass in will not be modified by the constructor. Moreover, the caller will be able to pass values that are already const
, like literals (e.g. Vec3(1.0)
).
The rule with const
is: it always refers to the thing that precedes it. So int const *x
means that x
is a (mutable) pointer to a const
int, whereas int *const x
means that x
is a const
pointer to a (mutable) int
. int const *const x
is also possible.
But what if the const
is the first token in the type, so there's nothing that precedes it? Then it "jumps over one", so const T &xx
is the same as T const &xx
. For consistency, I prefer to write the latter, but many people use the former because it reads more naturally from left to right.
This constructor would be useful if you want a vector set to (1, 1, 1)
, for instance. Of questionable mathematical meaning, but sometimes useful. For example, by multiplying a vector (x, y, z)
by (1, 1, 1)
we can easily compute the sum of the components of the former vector.
QUESTION
So my monitor is using raster graphics and is therefore full of pixels.
However, I have heard that Adobe Illustrator uses vector graphics.
So how can vector graphics be shown "real-time" on my monitor that is pixel-based?
From articles like this one, vector and raster graphics are completely different? So why can the they show each other - like they were the same?
...ANSWER
Answered 2018-Apr-15 at 07:43The fact that Adobe Illustrator is a "vector program" only means that it is designed to help users work with vectors... just as Audacity, for example, helps users to work with sound, or Notepad lets a user work with characters.
There is no difference between Adobe Illustrator and any other program as far as what the Operating System (OS) and/or hardware expects from it in terms of the way it represents graphics.
Take these three examples:
We can use the idea of a "+" symbol to show the difference between a raster and a vector:
RASTER: A 3 x 3 pixel, black-and-white RASTER of the "+" symbol:
QUESTION
I started a project using the raycasting technique GitHub Project To find the length of the ray (distance from players pos to wall) I just increment by one. But there are several problems with that, its time consuming, inaccurate & will be difficult for texturing.
I tried to implement the daa algorithm, which doesnt just increments by 1 -> he goes through the grids and returns exact positions.
http://www.geeksforgeeks.org/dda-line-generation-algorithm-computer-graphics/
Has anyone experience with that or any tips?
No algorithm way:
...ANSWER
Answered 2017-Oct-06 at 14:06You don't need DDA or Bresenham algorithm to find intersections of the ray with walls.
If you need one intersection with given border (or box edges) - just calculate it with ray equation and border position.
If you want to get intersections with grid cells - use voxelization algorithm like Amanatides-Woo
QUESTION
I apologize if this problem has been addressed before, but I've done some searching and so far I've come up empty handed. I'm trying to compile a cuda version of Hello World, slightly modified from here. My code is:
...ANSWER
Answered 2017-Oct-16 at 23:46In case anyone else has this problem, I was able to solve it. Turns out that simply updating/upgrading everything (including the nvidia drivers/libraries) fixed the problem.
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