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1500 questions
8
votes
2 answers
Algorithms to Remove High Frequency Noise from Path Tracing
I have been working on my own renderer for a while, and I'm wondering if there's any way to remove the Monte Carlo noise from the rendered image, besides waiting for a long time for it to converge?
The way I found is to blur the image, which is not…
Mary Chang
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8
votes
2 answers
How can I offset/shrink a triangular polygon in GLSL?
I need to offset all (blue) triangles, each independently of the others, using the vertex-shader. In order to manipulate the triangle as a whole, I've created custom (vec3) attributes for each vertex (red) representing the leftward (purple) and…
Jack
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8
votes
2 answers
Help me grasp Anisotropic Filtering (AF)
Lately I've been reading about texture filtering, namely Nearest-neighbor filtering, Bilinear filtering, Trilinear filtering, Anisotropic filtering, MIP maps, RIP Maps and so on.
From a high-level perspective I think I can understand these…
Nicola Masotti
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8
votes
2 answers
How do I use barycentric coordinates to interpolate vertex normal?
Given a triangle and a point inside the triangle in Cartesian coordinate system, I compute the Barycentric coordinate of the point like this:
double v2_1[3], v2_3[3], v2_t[3];
double bary[3];
vtkMath::Subtract(p1, p2, v2_1);
vtkMath::Subtract(p3,…
Bla...
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8
votes
2 answers
How to handle a parametric equation in raytracing?
After taking a look at the Mobius strip, I noticed its equation is really simple and tried to add it into my Raytracer.
I tried a "naive" way by simply generating N triangles attached to each other to obtain the desired shape. While this approach…
Telokis
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8
votes
1 answer
How can I generate mipmaps manually?
This question has an answer here:
https://stackoverflow.com/questions/42596516/generating-mipmaps-manually
It was a silly mistake. Sorry for the inconvenience.
OpenGL is fairly difficult to learn.
According to my understanding of mipmaps, I can set…
Adrian
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8
votes
1 answer
Path Tracing With Multiple Lights
I've got my path tracer working great for a single light, but I'm having trouble coming up with a solution for scenes with multiple lights. My first thought was to just send a ray to each light and sum up all the contributions. That worked fine, but…
Henry Bergin
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8
votes
2 answers
What is a good approach for handling uniforms in modern OpenGL?
I'm creating a renderer using modern OpenGL (3.1 and up) and now I'm trying to create an efficient but flexible way of handling uniforms. I've been reading up on uniform buffer objects and on what a 'common' approach is to using these (the latter…
PhilipMR
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- 5
8
votes
2 answers
How to translate mouse movement to a rotation gizmo?
I need to implement translation, scaling and rotation gizmos and I'm having trouble with the rotation gizmo. Basically I don't know how to translate the mouse movement to determine in which direction to rotate the object.
By rotation gizmo (widget)…
0xfeedbacc
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8
votes
2 answers
What is a good color similarity metric?
I have some colors in RGB in [0,1] and want to find a way to rate their similarity, as perceived by a human.
I have two ideas in mind, but I am sure there are other options as well, but am unsure which is best, or if perhaps there is no best, but…
Alan Wolfe
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8
votes
4 answers
Should ideal specular multiply light colour with material colour?
Ideal specular reflection is like a perfect mirror. I'm looking at the code to SmallPt and see that one of the spheres has an ideal specular material:
Sphere spheres[] = {//Scene: radius, position, emission, color, material
/ ...
…
PeteUK
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8
votes
1 answer
searching for acceptable quality shadow mapping techniques
Recently while searching of solving the shadow acne problem of traditional shadow mapping I implemented exponential shadow maps. It did the trick (no acne at all) but at the same time introduced other unacceptable errors.
For depth map blur I use…
mdkdy
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8
votes
1 answer
Perspective Correct Texture Mapping
So I'm trying to correctly map my textures in my software renderer using the u, v coordinates but I can't seem to get it working. I got affine texture mapping working. This is what I can produce using it:
You can see from the "tilt" in the texture…
Andrew Wilson
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8
votes
3 answers
Changing image so it would look like through colorful glasses
I am currently working on some simple pixel shader in HLSL. I send to shader texture and I want to make it more colorful (something like in the picture below).
In the picture 1 there is original texture. Picture 2 shows an effect that I want to…
bartosz.baczek
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8
votes
2 answers
Encode two R11G11B10F buffers into one using Y'CbCr?
We are trying to optimize Lighting in fillrate. Integrated graphics chips are very slow in memory access.
There are two Light Buffers: one for Diffuse and one for Specular. Both use format R11G11B10F. Is there any way to pack two buffers into one?…
Unreal_Skif
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