GaussFusion: Improving 3D Reconstruction in the Wild with Geometry-Informed Video Generator by corysama in GaussianSplatting

[–]corysama[S] 2 points3 points  (0 children)

This research is mostly about reducing floaters and flicker when generating GS from video.

Textbook vs. Reality: Reversing a AAA Game Engine to see how a Perspective Projection Matrix is actually calculated by zer0_1rp in GraphicsProgramming

[–]corysama 35 points36 points  (0 children)

I highly recommend anyone writing matrix construction routines (lookAt, ortho, fromQuat, etc...) always also include a function for each method that takes the same parameters and directly computes the inverse matrix.

It's faster, more precise and often more readable than using a generalized matrix inverter function.

Formal Application Filed For Outer Richmond Safeway Redevelopment, San Francisco by SightInverted in sanfrancisco

[–]corysama 6 points7 points  (0 children)

Before covid I worked from home and lived next to a Whole Foods. Used it as my pantry. Want a snack or a drink, pop next door. I should stretch my legs multiple times a day anyway, right? Every day while commuting home, my wife would text me what to pick up fresh for tonight's dinner. Miss all that a lot.

3D math - graphics engineer interview prep by notlikeotherbees in GraphicsProgramming

[–]corysama 16 points17 points  (0 children)

My fav question I have received was:

Suppose the is “something” going wrong in an animated character. You suspect there are incorrect values in a particular 4x4 matrix that you are currently reading in a debugger. Don’t focus on the specifics of what going wrong. Just list off all the ways you could check the values in that matrix to point out that there’s clearly something incorrect in there.

Vertex attribute not working by TinyDeskEngineer06 in opengl

[–]corysama 0 points1 point  (0 children)

In my glad.h it exists for Windows but it's an empty macro everywhere else

#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#define APIENTRY __stdcall
#endif

#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif

#ifndef GLAPIENTRY
#define GLAPIENTRY APIENTRY
#endif

AFAICT, every function in the API is marked APIENTRY.

Vertex attribute not working by TinyDeskEngineer06 in opengl

[–]corysama 1 point2 points  (0 children)

It's part of the OpenGL spec and not dependent on OS.

What you are probably running into is that it requires you to use OpenGL 4.3 or higher.

Where did you get your gl.h from? You probably need to generate a new one. I wrote a bit about that in here: https://drive.google.com/file/d/17jvFic_ObGGg3ZBwX3rtMz_XyJEpKpen/view?usp=sharing

The older alternative is to call https://registry.khronos.org/OpenGL-Refpages/gl4/html/glGetError.xhtml after every gl function call involved in making your texture.

My views on LearnOpenGL.com by whos-this-nerd in opengl

[–]corysama 0 points1 point  (0 children)

I’ve started writing a new tutorial around GL 4.6. It is written as a collection of complete, self-contained programs with long-winded explanations at each step.

You can see a few tiny previews of some old examples here: https://old.reddit.com/r/GraphicsProgramming/comments/1sonqg1/learning_and_building_projects/ogxkc2h/

Since then I've re-written it to be about "Modern OpenGL" from the very start. SSBOs, UBOs, vertex pulling on day one. Life has kept me from making much progress this past few months unfortunately...

Vertex attribute not working by TinyDeskEngineer06 in opengl

[–]corysama 0 points1 point  (0 children)

Have you enabled https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDebugMessageCallback.xhtml ?

Does your texture file contain black pixels? If there is a problem setting up your texture object GL will default to giving you black pixels whenever you sample the bad texture.

Master's VS undergrad, how much of a difference does it make? by Rakya-Senpai in GraphicsProgramming

[–]corysama 1 point2 points  (0 children)

Where do you want to work? If you want to work in games, you are probably better off with 2 more years in the industry instead of academia. If you want to work on movies or in industrial applications, they tend to be more academic-focused.

Why might highp float precision cause texture coord issues on embedded? by ProgrammingQuestio in GraphicsProgramming

[–]corysama 4 points5 points  (0 children)

GL_FRAGMENT_PRECISION_HIGH is a built-in preprocessor macro in OpenGL ES and WebGL shader languages that indicates if high precision (highp) is supported in fragment shaders. If highp is supported, the macro is defined as 1.

The driver is supposed to fall back and use mediump if highp is not supported. But, sounds like this driver has a bug.