Questions tagged [rasterization]
The rasterization tag has no summary.
39 questions
1
vote
1
answer
82
views
Phong shading: missing specular lighting, skipped face
I'm implementing my first rasterizer, and I've run into a 2 issues with Phong shading that I have no idea how to debug. First, specular lighting seems to be completely missing. Second, there is an ...
2
votes
0
answers
71
views
How do I get this texture mapping for my quad (no triangles) to be perspective correct?
I'm working on a 3D Software Rasterizer and I'm wanting to render textures on walls now. I've tried to do it myself, but failed since it just distorts. I read up on the wikipedia page for Texture ...
0
votes
1
answer
177
views
How do I implement floors and ceilings properly to my DOOM Style Renderer?
I'm working on a tiny DOOM Style Renderer and I've managed to piece together something that can render walls. I pieced it together by looking at videos from 3DSage and The Old School Coder; I got a ...
1
vote
0
answers
213
views
Is there a reason that we have to use homogeneous coordinates in rasterization?
Looking at the pipeline of games, I am confused about the necessity of homogeneous coordinates.
For gameplay logic, a 4x3 matrix is enough to handle translation, rotation, and scale. I can't think of ...
0
votes
2
answers
744
views
Raster Graphics vs Vector graphics
There was this game that I used to play when I was a kid. It's named Another World. It was ahead of its time in graphics, it even has real-time cutscenes on the SNES version. That game does not use ...
1
vote
1
answer
744
views
Geometric clipping of triangles intersecting near plane
I was reading about how rasterization works but there is one topic I can't quite understand.
After perspective projection, our point is in clip space as I understand it.
Now we test all points in a ...
1
vote
1
answer
159
views
Opengl in 500 lines point in triangle question
https://github.com/ssloy/tinyrenderer/wiki/Lesson-2-Triangle-rasterization-and-back-face-culling
I am on lesson 2 of the "Opengl in 500 lines" tutorial. I ...
1
vote
2
answers
7k
views
How can I draw filled triangles in C++?
VERY IMPORTANT NOTE: Im trying to fill a triangle. I have already made the 3D part. Sorry if this wasn't understandable.
I'm currently trying to create a simple 3D-Engine. Well, I have successfully ...
4
votes
3
answers
4k
views
How to draw a smoother solid-fill circle?
I'm experimenting with drawing circles and have brute-forced a very simple one:
Pseduocode:
...
6
votes
3
answers
1k
views
Why is the depth test not done on geometry before rasterization?
It seems the only time depth is used to discard data is during rasterization, i.e. at the fragment level.
In the geometry stage, I've only see culling and clipping of vertices. Is it not possible to ...
2
votes
1
answer
1k
views
How can I obtain a triangle ID during rasterization?
I want to know the triangle ID of each rendered pixel is coming from. Is there a way to do this in OpenGL?
2
votes
1
answer
1k
views
Drawing a lines radiating from every angle using Bresenham line algorithm
I am trying to recreate a image like this
... or just each point
Using Bresenham line algorithm, but can't seem to able to do so.. The point i receive from my computation doesn't look like a like, ...
0
votes
1
answer
2k
views
How can I rasterize 3D triangles in software?
I am creating a 3D software renderer, and I have a wire frame cube rendering. Now I am working on solid color rendering and I am wondering what an efficient algorithm for shading the contents of the ...
0
votes
1
answer
547
views
Algorithm to fill a shape defined by 4 pixel points?
I'm developing an application in Unity3D where a user can define 4 pixel points on screen, and what I would like to do is fill this shape with pixels using Unity's SetPixel.
While I can do this ...
1
vote
2
answers
246
views
Is the rendering of distorted point clouds more complex?
I have two point clouds of n points:
A dense ball-shape point cloud with many points inside
A spherical point cloud with points on its surface.
Is there (really) any difference between rendering (...
0
votes
1
answer
2k
views
What coordinates are we passing to pixel shader from vertex shader?
I have read articles about shader programing and understood the very basic knowledge of shader programing. One thing I always get confused is about the texture mapping. What I pass(output) from VS to ...
0
votes
1
answer
255
views
Triangular grid and rendering to a texture (Direct3D 11)
Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)?
Consider following situation. I ...
0
votes
1
answer
289
views
Keep rasterized pixel amount constant
I have a scene that is rendered from the point of view of the light using an orthographic projection matrix.
For an arbitrarily shaped and oriented object that doesn't change its shape or size in ...
1
vote
1
answer
2k
views
Fast software color interpolating triangle rasterization technique
I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. ...
3
votes
2
answers
2k
views
Scan-Line Z-Buffering Dilemma
I have a set of vertices in 3D space, and for each I retain the following information:
Its 3D coordinates (x, y, z).
A list of pointers to some of the other vertices with which it's connected by edges....