Guide for beginners: What is Backface Culling?

2021-06-22T10:49:53+00:00

Backface Culling is an important part of how a 3D engine performs visibility checks for example to create a 3D configurator. The purpose is to detect polygons that are invisible in a particular scene - that is, polygons that point away from the viewer. Recognizing backward-facing polygons allows us to eliminate them from an [...]

Guide for beginners: What is Backface Culling?2021-06-22T10:49:53+00:00

Guide for beginners: What is clipping in the context of computer graphics?

2021-06-25T13:47:46+00:00

Clipping in the context of computer graphics is a method to selectively enable or disable rendering operations within a defined range of interest. Mathematically, clipping can be described with the terminology of constructive geometry. A rendering algorithm draws only pixels at the intersection between the clip area and the scene model (for example 3D [...]

Guide for beginners: What is clipping in the context of computer graphics?2021-06-25T13:47:46+00:00

Guide for beginners: What is the Warnock algorithm?

2021-06-25T13:49:53+00:00

The Warnock algorithm is a hidden surface algorithm developed by John Warnock that is classically used in graphics (for example to create a 3D configurator). It explains the problems of displaying a difficult image by recursively subdividing a view until areas are reached that are trivial to evaluate. If the view is easy to [...]

Guide for beginners: What is the Warnock algorithm?2021-06-25T13:49:53+00:00

Guide for beginners: What is the Painter`s Algorithm?

2021-06-22T10:50:56+00:00

The Painter's algorithm, also known as Priority Fill, is one of the simplest solutions to the visibility problem in 3D computer graphics for example to create a error-free 3D configurator. When projecting a 3D scene onto a 2D plane, it is eventually necessary to decide which polygons are visible and which are hidden. [...]

Guide for beginners: What is the Painter`s Algorithm?2021-06-22T10:50:56+00:00

What you should know about Visible Surface Determination in Quake.

2021-06-25T13:52:20+00:00

This article deals with overcoming the unconscious boundaries that are often set in a project to create a 3D configurator. It then describes the various techniques that John Cormack has used to develop his Visible Surface Determination (VSD) and Culling (VSD) algorithms in Quake. This includes a description of the potentially visible set (PVS), [...]

What you should know about Visible Surface Determination in Quake.2021-06-25T13:52:20+00:00

How to get started with the Quake Hidden Surface Removal.

2021-06-22T10:53:16+00:00

In the following article we would like to go a little deeper into the so-called "Quake Hidden Surface Removal". It often plays an important role in 3D configurator projects. Moving objects and Z-buffers. We start with a few remarks about the problems with moving objects (billboards/sprites, BSP [...]

How to get started with the Quake Hidden Surface Removal.2021-06-22T10:53:16+00:00

How to get started working with buffers in Direct3D 11.

2021-06-25T13:54:32+00:00

A buffer resource is a collection of fully typed data grouped into elements. You can use buffers to store a variety of data, including position vectors, normal vectors, texture coordinates in a vertex buffer, indexes in an index buffer, or device state. A buffer element consists of 1 to 4 components. Buffer elements can [...]

How to get started working with buffers in Direct3D 11.2021-06-25T13:54:32+00:00

Guide for beginners: What is Z-Fighting?

2021-06-25T13:56:33+00:00

Z-Fighting, also called stitching, is a phenomenon in 3D rendering that occurs when two or more primitives have similar or identical values in the Z buffer. It is particularly common in coplanar polygons where two faces occupy substantially the same space without either face being in front. Affected pixels are rendered with fragments of [...]

Guide for beginners: What is Z-Fighting?2021-06-25T13:56:33+00:00

Beginner Guide: Transparency and Rendering Meshes with BabylonJS.

2021-06-25T13:58:19+00:00

We wrote this article to help you understand how things are displayed on screen and how transparency is handled in BabylonJS to create a 3D configurator in real time. General order. A general rule of thumb for real-time 3D rendering is that drawing [...]

Beginner Guide: Transparency and Rendering Meshes with BabylonJS.2021-06-25T13:58:19+00:00

Guide for beginners: What is Foreground Alpha?

2021-06-25T13:59:04+00:00

Foreground Alpha is a rendering mode that sets the Alpha (Opacity) pixel depending on whether the pixel is considered to be in the foreground or background of the scene (for example to create a 3D configurator). If you enable Foreground Alpha, when you save your image in PNG, EXR, or any other format that [...]

Guide for beginners: What is Foreground Alpha?2021-06-25T13:59:04+00:00
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