Rasterizer | CPU forward/deferred rasterizer | Graphics library

 by   mtrebi C++ Version: Current License: MIT

kandi X-RAY | Rasterizer Summary

kandi X-RAY | Rasterizer Summary

Rasterizer is a C++ library typically used in User Interface, Graphics applications. Rasterizer has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

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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            kandi-support Support

              Rasterizer has a low active ecosystem.
              It has 52 star(s) with 13 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 2 have been closed. On average issues are closed in 3 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Rasterizer is current.

            kandi-Quality Quality

              Rasterizer has 0 bugs and 0 code smells.

            kandi-Security Security

              Rasterizer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Rasterizer code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Rasterizer is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Rasterizer releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.
              It has 700 lines of code, 0 functions and 2 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Rasterizer Key Features

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            Rasterizer Examples and Code Snippets

            No Code Snippets are available at this moment for Rasterizer.

            Community Discussions

            QUESTION

            Directx how to account for alpha blending in depth test
            Asked 2022-Apr-02 at 13:41

            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 13:41

            I 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:

            Source https://stackoverflow.com/questions/71716305

            QUESTION

            How to force gpu usage with JavaFX?
            Asked 2022-Mar-09 at 05:23

            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 05:23

            For 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.

            Source https://stackoverflow.com/questions/71365052

            QUESTION

            Why is this color blend state invalid (Vulkan)
            Asked 2022-Mar-05 at 20:48

            I am trying to make a pipeline using dynamic rendering, to that effect I have this function:

            ...

            ANSWER

            Answered 2022-Mar-05 at 20:48

            It 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.

            Source https://stackoverflow.com/questions/71331173

            QUESTION

            Trying to use dynamic rendering extension, validation layers complain about missing renderpass
            Asked 2022-Feb-13 at 13:44

            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 13:44

            From changelog:

            VK_KHR_dynamic_rendering (Note: Validation Layer support is incomplete, incorrect results are possible)

            Source https://stackoverflow.com/questions/71078344

            QUESTION

            VSCode deal the command parameter as literal
            Asked 2022-Feb-08 at 09:28

            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 09:28

            QUESTION

            Selenium Python - "No such element: Unable to locate element" locating an input element within an iframe with headless chrome
            Asked 2022-Jan-24 at 13:57

            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 13:56

            The element with the placeholder as Apple ID is within an iframe so you have to:

            Source https://stackoverflow.com/questions/70834327

            QUESTION

            Why do I get "Invalid VkShaderModule Object" error?
            Asked 2022-Jan-22 at 00:25

            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 00:25

            I 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

            Source https://stackoverflow.com/questions/70778780

            QUESTION

            JavaFX 11 Error intializing QuantumRenderer when running custom JRE image on Windows
            Asked 2021-Dec-03 at 12:53

            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 17:16

            java.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

            Source https://stackoverflow.com/questions/69597596

            QUESTION

            Confusion about zFar and zNear plane offsets using glm::perspective
            Asked 2021-Sep-19 at 15:31

            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 15:31

            The 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:

            Source https://stackoverflow.com/questions/69244161

            QUESTION

            Selenium ChromeDriver gives "InitializeSandbox() called with multiple threads in process gpu-process" error
            Asked 2021-Sep-02 at 22:49

            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 22:49

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Rasterizer

            This project has been developed using VS 2017 but it should work on Windows, MAC OS and Linux. It can be easily build using CMake and different generators. The following code can be used to generate the VS 2017 project files:. Then, from VS you can edit and execute the project. Make sure that main project is set up as the startup project.
            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)

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/mtrebi/Rasterizer.git

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            gh repo clone mtrebi/Rasterizer

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            git@github.com:mtrebi/Rasterizer.git

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