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> All the calculations are done on a per-pixel basis. Is there a term for this type of shader? Am I correct in assuming that this approach is primarily for de
by gjem97 9y ago
> All the calculations are done on a per-pixel basis.
Is there a term for this type of shader? Am I correct in assuming that this approach is primarily for demos, or is there a benefit to this approach for gaming or visualization?
- lerpa 9y agoIt's a pixel shader. It's widely used for everything involving 3D graphics these days, as most engines require you to implement one, even if it's a trivial one.
- tgb 9y agoParallax mapping shaders do this kind of computation in actual games. In the case where the entire scene is rendered this way, you might see it referred to as a "two-triangle" shader like at [1] (since there's only two 'triangles' in the usual sense to draw the scene), but I doubt that this is at all common. [1] http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
- jheriko 9y agoi've used this in practice for a number of full screen effects... e.g. if something is volumetric and you are inside of it, it makes more sense to draw two triangles than an elaborate mesh that completely bounds the player.
- AlphaSite 9y agoIve had it referred to as a full screen quad.
- cobalt 9y agoThat example (and many on shadertoy.com) is called raymarching