Rasterizer | CPU forward/deferred rasterizer | Graphics library
kandi X-RAY | Rasterizer Summary
kandi X-RAY | Rasterizer Summary
In order to be able to understand how rendering work I decided to implement a forward/deferred renderer (based on my experience with OpenGL) in the CPU. The goal of this project is not to create a next generation renderer or an efficient CPU renderer. This project aims to understand how the rendering algorithms transforms a set of vertices that make up a 3D World into a 2D image of that World. I tried to be clear in my code to make it readable and easy to understand.
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Trending Discussions on Rasterizer
QUESTION
I am trying to implement a simple way to render particles in my toy app. I'm rendering billboarding quads with alpha blending, but this causes a problem with the depth stenciling where parts of the quad that are fully transparent are still obscuring the particles behind them, since they fail depth test. The result looks like this:
This is the way I've setup my pipeline:
...ANSWER
Answered 2022-Apr-02 at 13:41I figured it out eventually. In short there is no automatic way to handle this. A simple implementation is to draw opaque objects first while writing to depth buffer, then draw transparents with only depth test, without writing to depth stencil. Transparents should be sorted by depth and rendered from farthest to closest to view point.
Follow up to previous images:
QUESTION
I use JavaFX with Java 8 and i set this properties before launching my app
System.setProperty("prism.forceGPU","true");
System.setProperty("prism.order","d3d,sw");
The verbose mode for prism gives me this :
ANSWER
Answered 2022-Mar-09 at 05:23For those who are trying to solve a similar issue, it might be coming from the java.exe executable not using the gpu you want as a default device, you can change that in Windows' settings.
QUESTION
I am trying to make a pipeline using dynamic rendering, to that effect I have this function:
...ANSWER
Answered 2022-Mar-05 at 20:48It is being fixed in the layers, so hopefully it will be fixed in some subsequent release of the Vulkan SDK.
Meanwhile I think either removing fragment shader or rasterizerDiscardEnable = VK_FALSE
should silence the error.
QUESTION
I want to use the dynamic rendering extension to finally be free of renderpasses.
However when i try to make a pipeline my validation layers yell:
required parameter pCreateInfos[0].renderPass specified as VK_NULL_HANDLE
For this createinfo.
...ANSWER
Answered 2022-Feb-13 at 13:44From changelog:
VK_KHR_dynamic_rendering (Note: Validation Layer support is incomplete, incorrect results are possible)
QUESTION
I want to build a Rasterizer project with opencv.The below command work well in shell(some parameter is omitted, such as -static-libgcc
):
ANSWER
Answered 2022-Feb-08 at 09:28let's try this .
QUESTION
Hi I've been stuck for awhile on automating login for apple appstore as I am trying to make it headless without seeing the browser on execution.The problem is on execution with headless option and other options overall it doesn't find the field for appleid saying:
...ANSWER
Answered 2022-Jan-24 at 13:56The element with the placeholder as Apple ID is within an iframe so you have to:
Induce WebDriverWait for the desired frame to be available and switch to it.
Induce WebDriverWait for the desired element to be clickable.
You can use either of the following Locator Strategies:
Using CSS_SELECTOR:
QUESTION
I'm learning Vulkan following vulkan-tutorial.com.
I'm stuck because I can't figure out why I'm getting this error when creating the graphics pipeline.
...ANSWER
Answered 2022-Jan-22 at 00:25I finally found the problem: I was destroying the shader modules too early. Looks like you have to keep the shader modules alive ultil after you have created the pipeline.
This is the fixed code
QUESTION
I have built my app with JavaFX 11 and now I need to distribute it. I have chosen to distribute it in two ways: cross-platform fat-jar (I know, I know, it is discouraged, but that is not the point) and platform specific image created with jlink.
I am building on Linux Mint 20.1. I am using Maven and creating runtime image with javafx-maven-plugin
. I have JDKs for both platforms on my Linux machine and pointed to the corresponding jmods
folder in pom.xml
.
The built fat-jar works on both Linux and Windows where both have installed the latest Java SDK (11.0.12).
The image for Linux also works without problems.
However, the image for Windows does not run and the output of -Dprism.verbose=true
is this:
ANSWER
Answered 2021-Oct-17 at 17:16java.lang.UnsatisfiedLinkError: no prism_sw in java.library.path
Means you're definitely missing some dlls from your library path, although this could only be a part of the problem.
When you download javafx sdk for windows from this link, you get a zip with the following structure:
The bin folder contains all the natives you need to run JavaFx (on windows, or the platform you downloaded the sdk for)
Note that you don't always need all the natives, jfxwebkit.dll for example is only needed when you work with javafx-web.
You need to extract them somewhere and add the folder you extracted them in to the library path when you run the java program
QUESTION
I have been using glm to help build a software rasterizer for self education. In my camera class I am using glm::lookat() to create my view matrix and glm::perspective() to create my perspective matrix.
I seem to be getting what I expect for my left, right top and bottom clipping planes. However, I seem to be either doing something wrong for my near/far planes of there is an error in my understanding. I have reached a point in which my "google-fu" has failed me.
Operating under the assumption that I am correctly extracting clip planes from my glm::perspective matrix, and using the general plane equation:
aX+bY+cZ+d = 0
I am getting strange d or "offset" values for my zNear and zFar planes. It is my understanding that the d value is the value of which I would be shifting/translatin the point P0 of a plane along the normal vector.
They are 0.200200200 and -0.200200200 respectively. However, my normals are correct orientated at +1.0f and -1.f along the z-axis as expected for a plane perpendicular to my z basis vector.
So when testing a point such as the (0, 0, -5) world space against these planes, it is transformed by my view matrix to:
(0, 0, 5.81181192)
so testing it against these plane in a clip chain, said example vertex would be culled.
Here is the start of a camera class establishing the relevant matrices:
...ANSWER
Answered 2021-Sep-19 at 15:31The d parameter of a plane equation describes how much the plane is offset from the origin along the plane normal. This also takes into account the length of the normal.
One can't just normalize the normal without also adjusting the d parameter since normalizing changes the length of the normal. If you want to normalize a plane equation then you also have to apply the division step to the d coordinate:
QUESTION
I'm trying to open a website with selenium chromedriver. I already added some arguments that I saw in other similar issues but it didn't solve problem. I've basically this code:
...ANSWER
Answered 2021-Sep-02 at 22:49This error message...
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Install Rasterizer
Renderer: D_FORWARD: Enables forward rendering D_DEFERRED: Enables deferred rendering
Shading: D_FLAT: Enables Flat Shading (using base colors). Note that scene must be set to _SCENE_FLAT. D_PHONG: Enable Phong Shading D_BLINN_PHONG: Enables Blinn-Phong Shading
Shadows: D_PCF_SHADOWS: Enables Percentage Closer Filtering on shadows
Camera: D_ORTHOGRAPHIC: Uses a Orthographic camera as main camera D_PERSPECTIVE: Uses a Perspective camera as main camera
Texture mapping: D_AFFINE_TEXTURES: Uses affine texture mapping (fast but low quality) D_PERSPECTIVE_TEXTURES: Uses perspective texture mapping
Scene: D_SCENE_FLAT: Renders a scene using flat objects (without textures, only base color) D_SCENE_TEXTURED: Renders a scene using textured objects (diffuse, specular and normal textures)
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