Rasterizer | GPU-Accelerated Software Rasterizer | GPU library
kandi X-RAY | Rasterizer Summary
kandi X-RAY | Rasterizer Summary
GPU-Accelerated Software Rasterizer
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Trending Discussions on Rasterizer
QUESTION
Copying a VkImage
that is being used to render to an offscreen framebuffer gives a black image.
When using a rasterizer the rendered image is non-empty but as soon as I switch to ray tracing the output image is empty:
...ANSWER
Answered 2021-Jun-06 at 09:08Resolved by now:
When submitting the command buffer to the queue it would require an additional vkQueueWaitIdle(m_queue)
since ray tracing finishes with a certain latency
QUESTION
I'm using Selenium, Chrome, and Python 3.
Here's what I'm doing to set everything up
...ANSWER
Answered 2021-May-11 at 21:15Try adding chrome_options.add_argument('--safebrowsing-disable-download-protection')
in your chrome options setup.
Edit:
Wait a second. You've defined options = webdriver.ChromeOptions()
. Try setting the arguments like this?
QUESTION
I am working on my Raycaster engine for some time, that I am runing on slower machines. The most challenging problem I occures was/is the efficient floor and ceiling casting.
My question is: what other faster approached can I use? (I am not sure how Doom floors and ceilings are rendered)
So far I tried two typical solutions:
- verical and horizontal - casting as described in well know lodev tutorial: https://lodev.org/cgtutor/raycasting2.html
The horizontal approach is of course much faster, but I additionally optimized it with fixed point variables.
Unfortunately even that approach is a performance killer - quite big fps drop even on faster cpus, and an slower cpus its a bottle neck.
My other ideas:
- I figure out an algorithm that was converting visible floor/ceiling map tiles to quads that I splitted to two triangles - and rasterized them as in regular scanline rasterizers. It was much faster - also I could sorted tiles by texture id to be more cache friendly. Unfortunately I got into "perspective correction texture mapping" in that case - to fix this I must add some divisions, that will lower the performacnce.. but also there are some optimalizations that can be done..
using horizontal casting with every 2 ray (in column, row or both) - i will fill the blank spaces with averaged texture coords
I could also try to combine my algorithm from 1 point with horizontal casting - I could sort the textures by ID then for example, I think that there would be no texture distortions
mode 7 ?
my progres so far: https://www.youtube.com/watch?v=u3zA2Wh0NB4
EDIT (1):
The Floor and Ceiling rednering code (based od lodev tutorial the horizontal approach) but optimized with fixed point. Ceil calculations are mirrored to floor.
https://lodev.org/cgtutor/raycasting2.html
This approach is faster than the vertical approach, butlots of calculations is inner loop and random accesing to texture pixels hits the performance..
...ANSWER
Answered 2021-May-27 at 10:11I will refer my ray cast engine so here some stuff that will help you understand it. Lets start with class declarations:
QUESTION
I have an object that I need to populate before using called pipelineInfo. To populate the object I use a function called createPipelineInfo. This works perfectly well when I use visual studios to compile a debug build but when I try to compile a release build the compiler "optimizes" out the entire createPipelineInfo function.
Here is the call to initialize the object and its use:
...ANSWER
Answered 2021-May-09 at 21:26wild guess: this parameter is passed by copy
QUESTION
ANSWER
Answered 2021-Apr-28 at 13:29I can't compile your code. I can only spot a few random things, that might help you fix things:
Your threshold_indicator array is sixteen elements, but your loops go to index 24 This will lead to Undefined Behaviour (unless the loop incidentally
break
s before that point)valid_points_count
is unused, yet it is being initialized to a magic numberYou can reduce a lot of code by not repeating yourself quite as much. E.g your code for the following bit took 45 lines of code. That's >4x as much.
QUESTION
Before anyone mark this as a duplicate, I referenced this stackoverflow question before posting here, I tried all solutions in that thread but still it is not working for me. I am migrating a legacy java project into spring boot application. When I start the server I am getting this stacktrace,
...ANSWER
Answered 2021-Apr-08 at 15:49This might have to do with you not using Generics
with your java Collections
QUESTION
I'm currently working on a graphics engine and I wish to update the pipeline state at runtime. Creating a new pipeline for each single resource update (ie: enabling depth clamp, enabling color blend) at runtime and then re-binding everything to the command buffer takes up a considerable amount of performance.
So what I planned on doing was, to create a single pipeline and store all the attributes needed for its creation (ie: Rasterizer state, Multisampling state, Color blend state, etc..) and update those individual structs at runtime. After all we are passing in the address of the structs, not by value.
This brings me to my question, does the updates to a struct which is passed on in the pipeline creation, reflect on the actual draw call at runtime, without the need for recreating the pipeline again?
Thank you!
...ANSWER
Answered 2021-Feb-27 at 16:00No, this does not work that way. The structures that specify pipeline creation state information (like blending, multi sampling, vertex input state, etc.) are consumed at pipeline creation time and baked into the pipeline. So changing these after the pipeline has been created, won't update the pipeline at all.
This means that you have to rebuild the pipeline and also rebuild all command buffers using this.
One exception though are the dynamic states (see spec) that allow you to change certain pipeline state related values at runtime during command buffer creation.
QUESTION
I am trying to write a small 3D game in C++, using DirectX 11. This is absolutely the first time I have attempted to write a game using only a graphics API. I have been following the tutorials on the website Rastertek.com up to Tutorial 9 for ambient lighting.
After implementing movement and collisions for the player, I increased the size of my play area. This is when I noticed my issue: the textures I am using for the walls and floor of my play area are not being rendered the way I expected them to.
Maybe you can tell how the lines on the wall appear strangely broken up - I was expecting them to be rendered properly at larger distances (like they are close up).
The thing that seems most weird to me, though, is that the lines can be rendered from far away, but only while moving the camera around the scene and only on certain parts of the wall. Standing still breaks the texture again. I tried capturing this effect on video, but I had no success getting it to show up in the video I took with the GeForce Experience.
I tried playing around with a bunch of the settings that DirectX offers, like the rasterizer or the depth buffer descriptions, I tried to enable and disable VSync, Antialiasing and Multisampling, I tried using Anisotropic filtering instead of linear filtering... But none of it had any effect.
I do not know where to look and what to try next. Am I just going to have to accept that my textures will look terrible at any sort of distance?
...ANSWER
Answered 2020-Dec-15 at 18:54You need to generate mip maps for the texture you load. Check the DDSTextureLoader.h/cpp and WICTextureLoader.h/cpp here.
For example, to load the .dds image with mip maps, you would use:
QUESTION
I am trying to automate a website with selenium to download an excel file. I have the following HTML for the button:
...ANSWER
Answered 2020-Nov-19 at 11:53find_element_by_class_name()
doesn't accepts multiple class name. Instead you can use css selector
.
To avoid synchronization issue Induce WebDriverWait()
and wait for element_to_be_clickable()
and following css selector.
QUESTION
I'm trying to have a docker container running on google cloud run, which is containing a simple nodejs app and google chromium headless to create a PDF from HTML source. Unfortunately, Google Cloud Run seems to have issues with thatever solution I try.
My Docker image(s) run perfectly locally and on other providers (i.E. Azure), but GCP just does not work.
What I try:
Basically building any docker image, installing node, npm, chromium, then running chromium --headless in the background. Then running the node app. The Node app is simply trying to connect to 127.0.0.1:9222 => that doesn't work on GCP, but anywhere else.
I tried with the official node images of docker hub I tried with an alpine image I tried with a debian image All of these run fine locally, but not on google cloud run.
Here's my latest test with a debian image:
...ANSWER
Answered 2020-Sep-12 at 16:55I am running chrome inside Cloud Run to transform webpages to PDF (and ten to SVG). Find my repo here
Here is my Dockerfile:
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