Most Popular

1500 questions
5
votes
1 answer

Project quad onto ellipse in 3D

I have three points P0, P1, P2, which are located on an arbitrarily oriented ellipse in 3D space. I have a square texture map with a circle on it. I would like to render a textured quad (with the obvious UV mapping) so that the circle in the texture…
5
votes
2 answers

How to get the transform amount from a screen vector and a direction vector?

I am working on the move tool in a 3D modeling software. I need to know how much to move when the user drags an axis of the gizmo (for example along the x axis). I have the 2D vector describing how much the mouse moved on the screen MouseDelta, and…
arthur.sw
  • 377
  • 2
  • 14
5
votes
1 answer

Ray-triangle intersection algorithm not intersecting (C++)

I've been trying to implement the Moller-Trumbore ray-triangle intersection algorithm in my raytracing code. The code is supposed to read in a mesh and light sources, fire off rays from the light source, and return the triangle from the mesh which…
Haley
  • 51
  • 4
5
votes
0 answers

Indexing gl_TessLevelOuter[] with gl_InvocationID on a tessellation control shader

I'm using hardware tessellation to render a terrain mesh with variable LOD. I have this snippet on my tessellation control shader: int edge1 = gl_InvocationID; int edge2 = (gl_InvocationID + 1) % 3; tcs_out[gl_InvocationID].color =…
MadEqua
  • 238
  • 2
  • 5
5
votes
2 answers

Blit and scroll

Could anyone please explain to me how drawing works with respect to scrolling? Suppose there is a window, which has an area where one can draw to (a "canvas"). Are there two copies of this canvas? One for CPU and one for GPU? I mean, I know one…
Ecir Hana
  • 1,459
  • 11
  • 20
5
votes
1 answer

Does light particle loses energy when it hits something?

I have some material which I want to represent as a collection of spheres (atoms) and a particle of light (photon). I'm firing this particle and checking for the collision against atoms. What should happen if collision occurs? I see two possible…
nikitablack
  • 711
  • 4
  • 15
5
votes
2 answers

Is there any open code to get information about COLLADA or OBJ files?

I need a source code that takes as input a COLLADA file and/or an OBJ file, and gives as output basic information about the file, such as file size, model dimension, volume and if possible texture issues.
5
votes
0 answers

Incorrect instanced rendering

Previously, to render a bunch of quads, I was simply using a few uniforms (one for a model matrix and another for the texture layer ID). However, I'd rather not have to loop through each quad and set both uniforms each time, each frame. So I went…
Darkilon
  • 91
  • 8
5
votes
1 answer

glMultiDrawArraysIndirect does not work when specifying an offset

I'm trying to use glMultiDrawArraysIndirect to render a batch of object. In my example I have a cube and a sphere (in this order) in a VBO and a GL_SHADER_STORAGE_BUFFER (SSBO) that contains matrix transforms as well as a GL_DRAW_INDIRECT_BUFFER…
Soapy
  • 171
  • 11
5
votes
1 answer

Dx12 Vertex Buffer incorrect

I'm playing around with directX 12 and I'm having some problems loading geometry in. I have a std::vector vertices definition and I do exactly what the dx12 template does with it. const UINT vertexBufferSize = sizeof(vertices); // Create the…
Andrew Wilson
  • 828
  • 7
  • 15
5
votes
0 answers

CUDA cuMemcpuHtoD vs cuMemcpy2D

Asking it here and not on SO as it seems to be appropriate question for CG. I am learning NVIDIA NVENC API.The SDK supplies a sampled called "NvEncoderCudaInterop" .There is a chunk of code which copies YUV plane arrays from CPU to GPU buffers. This…
Michael IV
  • 259
  • 2
  • 13
5
votes
1 answer

Convert RGB, Hex or any other color format to "Standard Color" Programmatically

Forgive me in advance for my ignorance. Using the PHP function imagecolorat, I have a solution that presently delivers a set of the most dominant hex color codes available inside of an image. Is there a known library that will allow me to then take…
David Lerner
  • 153
  • 1
  • 5
5
votes
0 answers

How to extract a BRDF from a shader

For normalization purposes, how to "extract" a BRDF function from an ad-hoc piece of pixel shading code ? If we have a shader function like: float4 MyShadingFunction(float3 incomingLightDirection, float incomingRadiance) { float4…
wip
  • 1,851
  • 1
  • 13
  • 26
5
votes
1 answer

How can I get a spherical visibility mask map for a point on a concave surface?

I encountered this problem doing my project. Suppose there is a 3D mesh model, e.g. a human face, I need the 3D visibility map at each of the vertices of this model. By the "3D visibility map", I mean the binary image covering the spherical surface…
user1692
  • 53
  • 4
5
votes
0 answers

How to ignore rain or smaller objects movements in motion detection?

I first read Alan's answer about video noise removal which lead me to this question. I found later some algorithms ideas which capture motion in a similar way (frame comparison, as Alan described). And then I found this "motion detection: fast and…
Armfoot
  • 615
  • 1
  • 6
  • 14