Michbeck
Aug. - 25 - 2013
Für den Aufbau eines individuellen Beleuchtungssetup eines Szenario in OpenGL gilt es einige Fallstricke zu beachten: 1. Positionierung per Frame Lichtquellen, die sicht NICHT mit der Kamera mitbewegen sollen, müssen in jedem Durchlauf der Renderloop positioniert werden. Wird eine Lichtquelle [ Read More ]
If an object is visible through another occluding (partly) translucent object, we observe the effect of transparency. In OpenGL you achieve this with so called Blending. In general an opqaue object occludes every other object that is farther away behind [ Read More ]
Michbeck
Apr. - 28 - 2013
Kann man ein Objekt durch ein davorliegendes (teilweise) durchsichtiges Objekt hindurch sehen, spricht man von Transparenz. In OpenGL erzielt man diesen Effekt mittels Blending. Normalerweise werden weiter vorn liegende Objekte einfach über dahinterliegende Objekte gemalt. Sie verdecken diese vollkommen. Im [ Read More ]
Michbeck
Jan. - 23 - 2010
Complex calculations often require more than one single rendering process. Therefore the rendering pipeline is passed multiple times. This is usually done in a serial order, where every render pass works on specific input data. Filter- and post processing operations [ Read More ]
Michbeck
Jan. - 23 - 2010
Offscreen Rendering represents a rendering process which ignores the standard visible frame buffer and stores rendered data in an alternative buffer not being displayed after rendering. This buffer is called the render target. The case of using a texture as [ Read More ]
Michbeck
Jan. - 19 - 2010
Some graphical operations require computations to be done on every pixel on the image plane. Any post processing steps and image filter operations in particular are typical examples. Therefor a rendering step is necessary that does not consider specific geometry [ Read More ]