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1500 questions
7
votes
1 answer
What is this triangle sub-division scheme called?
I have thought of a triangle sub-division for the purpose of smooth triangulation (no popping) over time on the fly. I think it is very likely the scheme is already invented and has a name but I can´t seem to find it.
Sub-division is made on…
Andreas
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7
votes
1 answer
What is Radiosity?
After reading a wikipedia article about Global Illumination It mentions a variety of techniques like Ray Tracing, Path Tracing and Ambient Occlusion. One technique it mentions is Radiosity which I don't know much about.
After a quick google search I…
Arjan Singh
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7
votes
1 answer
What is the correct order of transformations scale, rotate and translate and why?
This is a rather primitive question coming from an electronic engineer. When applying rotate (about origin), scale (in which we shall translate towards origin and then back) and translate, does it matter in what order we do it? Why?
Basically in my…
quantum231
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7
votes
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How does a PenTile display controller interpret its RGB framebuffer?
On a PenTile display, the mapping from pixels in the framebuffer to individual subpixels is not trivial. Each pixel in the framebuffer may only have RG and BG subpixels, in some interesting geometric arrangement.
I'm trying to do some subpixel…
Dan Hulme
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7
votes
2 answers
Better Shadow Mapping Techniques
Currently I have basic shadow mapping setup in my engine. I am currently trying to implement something more realistic like PCSS (percentage closer soft shadows), to get a more physically accurate result just like the image below. (See how the shadow…
Arjan Singh
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7
votes
2 answers
Physically Based Area Lights
So after reading https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation (a guerilla games presentation on PBR) I noticed the Area lights as opposed to the standard Directional, Point & Spot lights in…
Arjan Singh
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7
votes
2 answers
Eye Parallax Refraction
I am trying to implement the Parallax Refraction effect explained by Jorge Jimenez on this presentation: http://www.iryoku.com/downloads/Next-Generation-Character-Rendering-v6.pptx and I am facing some difficulties. Here is a screenshot of the…
MaT
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7
votes
1 answer
Zoom in orthographic vs perspective projection
I have read through this article about perspective and orthographic projection matrices.
I started playing with the perspective matrix and as expected if I either increase/decrease the field of view i have a zoom out/in effect. Similarly, if I move…
BRabbit27
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7
votes
2 answers
GPU branching if without else
It's common knowledge that branching in a GPU program is costly because it may have to run both the if and else logic for every pixel being evaluated in the same wave, but only applying each result to the appropriate pixels.
I was curious if…
Alan Wolfe
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7
votes
1 answer
Animating a smooth linear transformation
After watching this video on matrices, I tried to make a simple animation of 2D linear transformations. Starting with a set of 2D points in a grid, I applied a 2x2 matrix to each point and obtained a set of transformed points.
I'm not sure how to…
Vermillion
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7
votes
1 answer
Ray tracing scene with 2 lights and sphere
I'm writing my implementation of ray tracer and I've got result which you can see at this image.
So you can see that some dark parts are overlapping. And I have them even in the part where it should be bright in my opinion. There are two lights one…
Valerii Boldakov
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7
votes
1 answer
Ray casting in fan configuration produces point cloud with curvature, how to eliminate curvature?
I'm attempting to perform an intersection test using ray casting (not sure if correct term so please forgive me if not) and am outputting the intersections as a point cloud, and the point cloud shows curvature (on the Z-axis only, the point cloud is…
Irongrave
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7
votes
2 answers
What kind of anti-aliasing is used in font rasterization?
I'm writing my own TrueType font rasterizer as an exercise to improve my knowledge in computer graphics (along with a basic vector graphics engine). At this stage, I have implemented most of the TTF file parsing, decoding glyph outlines, scaling,…
Chris
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7
votes
1 answer
What modern real-time rendering applications still use fragment shader depth writes / late-Z?
It is pretty well known that writing depth in your fragment shader generally disables "early Z" test/write optimizations that modern GPUs rely on for fastness. Nonetheless, APIs still allow it and GPUs still provide support for correct visibility…
GroverManheim
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7
votes
1 answer
Proper architecture for rendering history of streamed data (points)
Overview
My program receives some data points (0-400 per sec).
// simplified example of point's data structure
struct Point {
QPoint p;
QTime t;
quint32 value;
}
I need to render some filtered points (eg. that point.time >…
BPiek
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