I am using Unity and would like to render the thickness of an object.My first thought was to use the ZBuffer and the depth but it is always depend to the camera, it seems legit.But I would like to ...
I have a 3D triangle mesh, and I want to know, given a viewpoint (defined by a model, view and projection matrix), if a certain vertex is visible or not. My approach was to render the mesh using ...
Look at the object I've rendered with my app: It's the same screen twice, above the original and below I've drawn (by hand :P) the shape of the mesh of one of plant's leaves. You can clearly see ...
Are there strategies to minimize depth buffer precision problems with hyperbolic depth buffers, such as the ones resulting from perspective projection matrices, or depth buffers in general? For ...
I have set up an 'Order Independent Transparency' method for drawing my transparent objects. The algorithm can be simplified as follows: DrawOpaqueObjects() DrawTransparentObjects() Drawing the ...
I want to render a depth map by importing it from a file, then creating an array of vertices and indices, and then displaying it using a basic shader (just apply the view and projection matrices on it ...