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# Computer Graphics : Recent Questions and Answers (Page 3)

## Why does opengl use 4d matrices for everything?

What I managed to figure out is that the first 3*3 is used for rotation and scale and the 1*3 at the end is used for position, but what is...

## How can i wrap the earth image around a 3D Sphere using OpenGL, GLFW, GLAD, GLM?

Please help me out with this thing and currently i am a little more than a beginner so please tell me in that context. i don't need any obsolete methods...

## Defining "inside" and "outside" of a 3D space

I am not sure if this is the correct SE to ask this question. However, lets say I have been given 3D models of several enclosed spaces. I want to...

## Using Bresenham's circle algorithm (or another alternative algorithm) to draw an arc

I'm trying to create some graphic functions for a ZX Spectrum (Z80) machine in assembler. I already have the basics except for the arc. I need a fast algorithm to...

I have written a deferred renderer that can use either a fragment shader or a compute shader to execute the shading pass. Unfortunately, the compute shader implementation runs slower....

## Which perspective projection matrix to use

I've seen two different perspective projection matrices being used but I want to know which one of them is the best. I think that they both output the same but...

## Perspective correct interpolation z-buffer

While I was deriving expressions for perspective-correct linear interpolation on triangles, I reached the conclusion that the interpolation may be kept linear only if view-space $Z$ is available. However,...

## How is orthographic projection used in computer graphics technically classified as a projection?

I'm wondering why the orthographic projection we use in computer graphics is called a projection, if all it does is just scale and translate a mesh? ...

## Why negate z when constructing projection matrix OpenGL

I constructed an orthographic projection matrix from this article on scratchpixel.com:Matrix4 ortho(float l, float r, float b, float t, float n, float f) { ...

## UV partial derivatives of a cylinder shape primitive

I am new to rendering and I would like to calcualte UV partial derivatives of a cylinder shape, which is parameterized by radius $R$ and length $L$. Using...