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1500 questions
6
votes
1 answer

gamma transform in webGLSL: when already done or yet to be done?

Color spaces issues are such a pain, especially when you create color data at the middle of the chain, and a pile of libs and apps separate this to the display... Here I only worry about gamma transform. Shadertoy addicts are coding in this web site…
Fabrice NEYRET
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6
votes
1 answer

Converting raster shape/blob into displacement map

I am a beginner in digital image processing and computer graphics. I would like to program a similar behavior than the Shadermap 3 normal editor (displacement layer more specifically). As shown in this Shadermap 3 demonstration video, the…
Gentle Moose
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6
votes
0 answers

scan line conversion

I am going throug the topic scan line conversion where the scan line parallel to the x-axis is put through the intersection test with all the edges of the polygon. Would there be any large theoretical differences if we take a small line segment…
sajis997
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6
votes
1 answer

How does DirectX 12 SLI VRAM stacking work?

Mainly talking about dual-SLI here for consistency. With past DirectX (and OpenGL) APIs, VRAM was mirrored across graphics cards. With dual-SLI, this was possible by rendering one frame with one graphics card and another frame with another one.…
aces
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6
votes
1 answer

Graphics Pipeline: Viewspace & Back face culling incorrectly

I'm attempting to model a simple graphics pipeline - using Matlab at the moment as a modelling tool to get the transformations correct. I appreciate there are software tools that would make this easier - but I'm looking to understand the maths…
davidhood2
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6
votes
1 answer

Artefacts on top and bottom of utah teapot

I am implementing a simple Phong shader in OpenGL GLSL, and the test object is the utah teapot. However on the bottom I get a solid red circle, and on the top there is are sharp sectors that are coloured incorrectly. Is there any way to fix these…
Jonathan.
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6
votes
1 answer

Where is the shown display image actually stored and accessed?

In a modern day desktop or mobile computer, you got the CPU, the RAM, the GPU and it's own video RAM. When a modern OS renderes an image to the screen, where is the actual image data for that screen located? (Talking about a default HDMI output…
salbeira
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6
votes
1 answer

How much should I rely on Geometry shaders in WebGL?

Geometry shaders appear to have been introduced in 3.2, which makes me wonder how common 3.2-enabled cards are, including support for Geometry shaders within WebGL contexts. Will I be cutting out a large portion of viewers by requiring the use of a…
6
votes
1 answer

What's the difference between irradiance and fluence/radiant exposure?

A paper$^1$ I'm reading says fluence measures the incoming radiance from all directions and that fluence is similar to irradiance. It's defined by $\phi(x) = \int_{4 \pi} L(x, \vec{\omega'}) d\omega' $ (The tick mark seems to emphasize…
maogenc
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6
votes
1 answer

Silhouette curve for isometric surface of revolution

I am trying to figure out how to convert a flat representation of a curve into the silhouette of a surface of revolution in a isometric projection. In essence in want the planar cut of the surface edge to be converted to the silhouette. Image 1:…
joojaa
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6
votes
1 answer

Type conversion to GL-types

If I have a std::vector and want to store its size in a GLuint, my compiler gives a warning that there is possible loss of data. GLuint size = vec.size(); // "conversion from 'size_t' to 'GLuint', possible loss of data" How do I correctly do…
Dragonseel
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6
votes
2 answers

Low Pass filtering

Is it possible that low pass filtering can be applied to Ray tracing ? My guess is that since after the algorithm runs we have an image then low pass filtering helps in order to prevent aliasing from happening. Yet, I am not sure about this. Can…
john john
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6
votes
1 answer

Why is rotating this prism in iOS Metal not rendering correctly?

I've set up a test project for learning Metal on iOS to do some rendering, but I'm a bit stumped on how to get a prism rotating correctly about its y axis. Here is the prism rendered without depth testing so all sides can be seen, so it looks like…
Chris
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6
votes
1 answer

Methods for grid traversal in a glsl pixel shader?

I'm working on a shadertoy "snake" game, using the new multi pass rendering abilities to save game state between frames. I'm using raytracing to render the board (an AABB), and am planning on using spheres to render sections of the snake's…
Alan Wolfe
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6
votes
1 answer

How should I generate the view position for a light at infinity when creating depth maps?

I'm working on implementing Bruneton's cloud rendering paper, which requires one to render a pair of depth maps, similar to how shadow mapping works. In this case, my light source is the sun (or possibly the moon), which I represent in my rendering…
stix
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