Tag «GLSL»

Depth Peeling in CUDA

I’ve been working on an algorithm to generate a set of polygons from a given image using CUDA and GLSL. This technique is generally called Depth Peeling [1,2,3]. To setup the data coming from and to textures, I’ve used the format GL_RGBA and type GL_UNSIGNED_BYTE. Obviuosly looking at it, one could imagine that color components …