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1500 questions
6
votes
1 answer

Is it possible to directly generate mipmap levels of perlin noise?

Say I'm generating some texture using perlin noise (or simplex noise, or any similar noise). Then I generate mipmaps to obtain minified versions of that texture... My question is if it is possible to directly (and quickly) calculate lower LOD…
zduny
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6
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4 answers

Algorithms to "anti-alias" (or somehow improve) binary 1-bit drawings and fonts

These days anti-aliasing uses gray scale pixel values on displays with high pixel counts. I'd like to take a step back in time and learn what is available for anti-aliasting or at least improving the quality of curved lines and fonts drawn on…
uhoh
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6
votes
1 answer

fix over exposure in importance sampling in screen space reflections

I am having my first encounter with the rendering of indirect reflections in the form of screen space reflections in a game engine, but i am struggling to get correct looking results. (patterns arise from a bad way of generating noise for…
6
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0 answers

How does path tracing handle specular surfaces(Dirac BSDFs) such as water?

I'm trying to render water using path tracing. However, since in path tracing, the light sampling is skipped while the intersection point is perfect specular and thus no direct light would be taken into account. So does that mean all…
jinglei
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6
votes
2 answers

Why does opengl perform clipping in clip coordinates?

Is there any reason why OpenGL performs primitives' clipping in clip coordinates? Can it be at least theoretically done in normalized device coordinates?
Nolan
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6
votes
3 answers

What is an OpenGL VAO in a nutshell?

Before I get downvoted. I am not asking how to use them, I know how to use them. I am trying to understand what they are. For example, an array is actually a contiguous section of memory, a linked list is actually just a clever way of using memory…
Makogan
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6
votes
1 answer

What determines the color gamut of a display?

I’m not sure if I’m posting this question in the right area but, I’m wondering what determines the color gamut of a display? Is or hardware down to the RGB filter built into a display like a monitor etc or is it software like a different color…
ohmmy
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6
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0 answers

How is Ambient Occlusion calculated in "Deep Screen Space"?

The paper (http://resources.mpi-inf.mpg.de/DeepScreenSpace/) just says that "The ambient occlusion contribution of a surfel to a pixel [..] as well as the influence radius [..] are computed using the point-to-disk form factor [Wallace et al.…
donutboy
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6
votes
1 answer

Fading particles and transition

I'm trying to render a particle simulation. I want each particle to leave a trace. To achieve this I'm using a framebuffer and two textures. On each frame the algorithm goes like this: Render to a framebuffer previously rendered screen texture with…
Anvaka
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6
votes
1 answer

Logarithmic spiral with equal vertex spacing, what equations?

I need to draw a logarithmic spiral (or close approximation) whose vertices are equally spaced, such that the lines between any two consecutive vertices are of equal length. (Actually, that spiral is just the basis for something a little more…
6
votes
1 answer

Do occlusion queries respect the stencil test at all?

In a project where I want to select visible objects using using a screen-aligned polygon and various conditions for what "selected" means with regards to that polygon, I'm basically drawing the polygon into the stencil buffer and then drawing the…
Christian Rau
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6
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2 answers

Are there tricks for getting proper sort ordering on particle systems?

If you have a bunch of particles to render, using different shaders and/or render states, that have some level of transparency, the naive solution of sorting all particles by depth can be extremely inefficient since it is likely to turn a few large…
Alan Wolfe
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6
votes
1 answer

What does it *mean* to scale in an arbitrary direction?

My graphics text explains rotating along the cardinal axes, then generalizes the math to show how to make a rotation matrix for rotating around an arbitrary vector. That all makes sense and I can both follow the math and picture the operations. Then…
6
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0 answers

In Metal, what performance advantages are there, if any, to using vertex descriptors and the [[stage_in]] qualifier?

Metal seems to provide two very different ways to access vertex data in your vertex shader. You can: Create an MTLVertexDescriptor object, which describes vertex shader inputs, including per-vertex, per-instance, and constant data of basically any…
lcmylin
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6
votes
3 answers

Gaussian blur with transparency

I made a convolution testing program for experimenting with stuff. I've created a 5x5 Gaussian kernel for blurring. Everything looked fine, then I tried to blur a transparent png with a white circle in the middle. On the blurred image, the edge…
Rothens
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