Software rendering refers to a rendering process that is unaided by any specialized graphics hardware.

learn more… | top users | synonyms

3
votes
2answers
475 views

Pure OpenGL software rendering

For training a machine learning algorithm, we need to render some geometry in OpenGL without any hardware rendering support (no graphics card). So we were thinking of rendering in pure software, and ...
1
vote
1answer
57 views

projection / view matrix: the object is bigger than it should and depth does not affect vertices [closed]

I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have ...
5
votes
3answers
280 views

What is Windows' software rendering API?

We usually use OpenGL or DirectX to work with the GPU. If I want to use the CPU to render 2D/3D graphics, how does it work and what API can I use for it on Windows? I know there is no benefit in ...
5
votes
1answer
123 views

UV interpolation is wrong with a wide FOV

How should I take FOV into account when interpolating UV coordinates? This picture shows the result today. Everything works fine with a narrow fov, but when I make it really wide, things deviate. The ...
1
vote
1answer
62 views

How can I programatically determine if I can create a hardware D3D device?

I have a D3D 11 application to which I would like to add support for software rendering. This is because in some circumstances it will be run on over remote desktop or on machines without GPUs. From ...
2
votes
1answer
209 views

How does the Direct3D 9 rasterizer determine triangle coverage?

I'm working on a software rasterizer to use in my project. I have implemented one that works well, however, often my rasterizer under or over estimates triangle coverage. I need perfect emulation of ...
3
votes
1answer
269 views

How does a segment-based rendering engine (as in Descent) work?

As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be ...
2
votes
2answers
176 views

How scanline rendering finds an intersection with an object

I'm a newbie with graphics and after I read many articles on the web I still don't understand how in rasterizing from a pixel coordinate like (0;0) on the screen the intersection with an object (let's ...
2
votes
2answers
245 views

Is there a 3d animation software that prioritizes working with code rather than GUI? [closed]

All of the 3D animating softwares I've faced are centered around using GUI to work: windows, menus, mouse clicks, mouse adjustments, keyboard shortcuts. As a programmer, I find that limiting. In order ...
0
votes
1answer
263 views

backface culling error (in world space)

I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation (is it correct?). ...
2
votes
1answer
251 views

Software rendering 3d triangles in the proper order

I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. ...
6
votes
2answers
901 views

UV texture mapping with perspective correct interpolation

I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched ...
8
votes
1answer
1k views

Depth interpolation for z-buffer, with scanline

I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation ...
1
vote
1answer
116 views

Quake d_draw.s versus d_draw16.s

I decided to write my first Quake source port, but I'm a bit confused. There are 2 rasterization code files: d_draw.s and d_draw16.s. The first is, as John Carmack said, horizontal 8-bpp ...
0
votes
2answers
1k views

Forcing a game to use Direct3D WARP

I am making a study for a research project that involves measuring the performance and quality impact of rendering 3d games using a software rasterizer (like WARP). I wonder if there is a way to ...
10
votes
3answers
3k views

How is software rendering done?

I would like to explore realtime software based rasterization. I know everything is going towards the GPU these days but there are a few games where it still makes sense to use a software renderer. ...