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1500 questions
5
votes
1 answer
Understanding view matrix
I've been reading several sources in the web about transforming world-space points into camera-space ones.
I am building my view-matrix from the following parameters
1. Camera position
2. Point the camera is looking at
3. Up vector
I perfectly…
BRabbit27
- 969
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5
votes
1 answer
Is there a way to interpolate color across the line with only integer calculation ?`
Here is my function that does interpolation
static public PixelData InterpolateColour(Point start, Point end ,float curLength, float totalLength){
float endPercent = curLength / totalLength; // Calculates the percent of colour at…
user3437
5
votes
1 answer
Controlling Sobel edge thickness
I'm using a Sobel filter to draw an outline in a shader. How do I control its thickness? Here's my outlining code:
float3x3 Kx = {
-1, 0, 1,
-2, 0, 2,
-1, 0, 1};
float3x3 Ky = {
1, 2, 1,
0, 0, 0,
-1,-2,-1};
float Lx = 0;
float Ly = 0;
for…
SurvivalMachine
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5
votes
1 answer
How to draw an orthogonal graph from its edges and vertices data?
I am writing a software and I need to represent an graph in a orthogonal manner from topological data (vector of edges,vertices and their connectivity data)
Graphs consist of a set of vertices and a set of edges, each connecting two vertices.A…
Iman Nia
- 283
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- 11
5
votes
1 answer
Threads lockstep and conditions in compute shader
I'm working with DirectCompute, but this question can be applied to general gpu programming I suppose.
As far as I know the threads in a group works in a lockstep. It means that every instruction for every thread executes at the same time, right?…
nikitablack
- 711
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- 15
5
votes
2 answers
What is the effect of the BRDF denominator?
I was reading a paper on BRDF. I've come across this formula :
$$ f(\omega_i, \omega_o ) = \frac{FDG}{4(N.V)(N.L)}$$
The (N.L) term can be cancelled by the cosine term which appears in the rendering equation :
$$ L_o = \int f(\omega_i, \omega_o)…
Livetrack
- 169
- 4
5
votes
0 answers
Polygon Filling rule - even odd OR orientation of the normal
I am going through some ideas that slice a 3D model and fill the area of the resulting polygon contour . Currently they are using the following concepts as follows:
Every resulting line of the polygon after the slicing operation has a parent…
sajis997
- 1,279
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5
votes
1 answer
What effects does path tracing capture that recursive ray tracing does not?
So I have been wanting to make a rendering engine as a summer project. I'd like to shoot for photo-realism of static scenes rather than real time dynamic game like graphics. So in my research I came across two major techniques for going about this.…
Jake
- 205
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5
votes
1 answer
Different types of Gaussian blur?
The Gimp has two different options in how you can perform Gaussian blur: "IIR" and "RLE". What's the difference between them?
Mark
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5
votes
1 answer
Identify different contour cycle after model slicing
The slicing algorithm is done on the STL model and it is ensured that the result is a series of simple polygons that do not intersect each other. In other words all of those polygons generate closed loops. I need to identify which of those loops are…
sajis997
- 1,279
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5
votes
1 answer
generate multiple border contour
Once a 3D model is sliced against a plane and projected onto it, we get a contour curve at certain height. The contour curve I am generating in this process is made of several line segments in closed loop. Now I want to generate another contour…
sajis997
- 1,279
- 1
- 10
- 15
5
votes
2 answers
Is it possible to store the plain buffer data in gltf files?
The GL Transmission Format comes along with a JSON styled main file which basicly describes the scene and binary files which contain the buffers.
I'm currently writing a WebGL library and I need to work alot with the vertex and index buffers. So,…
q9f
- 703
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5
votes
1 answer
Why does the G1 term have a 2 in the numerator in Walter's formula, but not in Heitz's generalized formula?
In Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, Eric Heitz derives the Separable Masking and Shadowing function as (P.83-84):
In the mentioned Microfacet Models for Refraction through Rough Surfaces by Walter et al.,…
wip
- 1,851
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5
votes
1 answer
How could I use bent normal map
This might be a general question but I have some difficulties about understanding baked bent normal maps and how to use it inside a shader in Unity.
From what I understand, bent normals are especially used with occlusion but I don't really get what…
MaT
- 1,229
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- 21
5
votes
2 answers
Could we dispense the near clipping plane?
Would it be, at least theoretically, possible to render without a near clipping plane? Could raytracing ignore this perchance?
Quite many budding 3d artists have a WTF moment the first time they encounter the clipping plane. If this could be…
joojaa
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