Timeline for What are N-Buffers?
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Apr 8 at 20:27 | vote | accept | Gyoo | ||
Apr 8 at 20:26 | comment | added | Gyoo | I didn't know there existed such thing as Computer Graphic Stack Exchange... I'll be sure to check that out, next time! | |
Apr 8 at 16:31 | answer | added | LudoProf | timeline score: 1 | |
Apr 8 at 11:57 | history | edited | Kromster | CC BY-SA 4.0 |
deleted 24 characters in body
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Apr 8 at 4:44 | comment | added | Pikalek | While technical graphics questions aren't off topic here, I think that the Computer Graphic Stack Exchange might be a better fit given the academic nature of the paper. Is there a game dev specific aspect of this you're work out? | |
Apr 7 at 23:40 | comment | added | Gyoo | Thank you for pointing that out, I didn't see it. Correct me if I'm wrong, but if I understood correctly N-buffers basically repeat an operation on further and further away pixels and stores the result in different levels, a bit like mipmaps and blurring, but every level is the same resolution. Except that the operation doesn't need to be blurring, it can be maxing, or any other convolution matrix. Would you agree with this definition? | |
Apr 7 at 21:24 | comment | added | LudoProf | Note that the paper you linked identifies the N-buffer concept as being introduced in “N-Buffers for efficient depth map query" by Xavier Décoret. Have you read the source paper, and does that clarify the points you need help with? If not, can you explain your understanding based on this original source, and what parts are still unclear? | |
Apr 7 at 20:27 | history | edited | Gyoo | CC BY-SA 4.0 |
added article link
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Apr 7 at 20:19 | history | asked | Gyoo | CC BY-SA 4.0 |