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1500 questions
5
votes
2 answers
What is missing in this image that stops it from looking like a photograph?
Look at this image:
This is CG, Saya, a project meant to make as real CG as possible to the point of becoming indistinguishable from reality. I would say that it is pretty believable. But, it still doesn't seem real enough, something's missing. And…
Bagnette
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5
votes
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Dual paraboloid shadow texture edge seams
I implemented dual paraboloid shadows for point lights. The goal was to reduce the number of shadow passes. Also the target is GLES3.0 so no layered rendering is available. The shadows work, and actually the quality is not bad at all.
There is one…
Michael IV
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5
votes
1 answer
What is the name of toroidal 2D space
I have a 2D space of dimensions (X,Y) with toroidal properties :
In this space, when a point A(x,y) change it's position such as x is getting > X or < 0, then x becomes (x % X).
So when the point reach the bottom of the space, it get back to the…
mpiffault
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5
votes
1 answer
Best way to group 3d points into planes, if any
If I have some 3d points, how can I discover parallel planes within them (not just arbitrary planes).
I want to know how many "levels" or "floors" something can travel within, after it has done so, so I want to cluster the positions into…
ginsunuva
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5
votes
2 answers
Pixel dispersion (dissolving) algorithms
This YouTube video of a flip-dot display (physical b/w pixels) shows the reverse of an effect that might be called dissolve or dispersion, i.e. a text emerges from noise by pixels moving in to form letters. Here's a short cropped clip showing just…
handle
- 153
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5
votes
3 answers
Formula for the ambient light intensity of a scene?
I understand that ambient light is light that occurs a result of light from a given source refecting off an infinite number of points in a scene, thereby illuminating all objects in the scene uniformly and explains why areas not directly illuminated…
LOVETOLEARN
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5
votes
1 answer
Normal Interpolation for Phong shading
As the title says I have been trying to understand the normal interpolation for the Phong shading/lighting model. I am unsure of the equation to calculate the normal but I have come across this equation:
N=Na*α+Nb(1−α)
Where N is the interpolated…
Will D
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5
votes
0 answers
Is there any open-source implementation of n*log(n) visibility graph construction algorithm?
Is there any open-source implementation of n*log(n) visibility graph construction algorithm?
I'm trying to understand S. K. GHOSH and D. M. MOUNT sweep line algorithm, but it's known for having very hard implementation. It would be great if I saw at…
Ibraim Ganiev
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5
votes
1 answer
How to choose which reflection probe to use?
I have multiple reflection cube map that's prebaked before a scene.
However I am being confused as to which one to choose.
I am told I need to choose "closest cube map" then use it.
However it is unclear to me that whether I should do that based off…
Blue Bug
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5
votes
1 answer
Caustics: methods to render?
What are the recommended ways to render caustics? I am aware bidirectional path tracing and photon mapping can do this. Could someone give a brief overview of photon mapping and a good resource of where to learn about implementation?
Arjan Singh
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5
votes
1 answer
Performance impact during texture layer loading
Recently I have been having a rather confusing performance drop with loading in layers of a 2D texture array, but only in one case from what I can tell, leaving me to speculate on why it is happening as I have never seen anything like this…
Lemon Drop
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5
votes
1 answer
LWJGL/OpenGL get BufferedImage from texture ID
I have got a texture ID and would like to retrieve its data. The data should be stored in a BufferedImage for future use. I am using the LWJGL library in Java, so if there are some library-specific shortcuts I'd like to use them.
My naive approach…
piegames
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5
votes
3 answers
In forward rendering what's the go to technique to smooth out rigid shadow due to low resolution shadowmap texture?
I am building my own graphic engine.
My depth texture is significantly smaller than that of the screen.
The low resolution depth map results in rigid shadow like this...
I am sure this is a common issue.
I would like to learn "go to" technique to…
Blue Bug
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5
votes
1 answer
Equivalent of Fresnel law for determining transmitted/diffuse split
I understand that Fresnel tells us what percentage of light reflects vs refracts, but what law tells me the percentage of refracted light that is transmitted versus the percentage of refracted light that is scattered back out as diffuse?
user3412
5
votes
1 answer
Fresnel and specular colour
I'm trying to implement Cook-Torrance BRDF and had previously bookmarked this question as it looked very well thought out. Going through it, I'm confused about the Fresnel equation. The author has the equation:
$$
F = c_{spec} + (1 - c_{spec}) (1 -…
PeteUK
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