CGAL has a very robust and performant 3D Quickhull implementation. Recently I wrote my own Quickhull implementation, and tried some optimization ideas that bring 5x - 10x speedup over the CGAL implementation when tested on point sets with size ranging from a few thousand to a few million. Before diving into the details …
Read MoreFor visibility buffer rendering 1 2, we cannot rely on the hardware rasterization and built-in functions in fragment shader to do the vertex attribute interpolation and implicitly compute partial derivatives (i.e. dFdx and dFdy in glsl). This article describes the math behind a simple way to analytically compute these …
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