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5
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An introduction to Lane-Riesenfeld algorithms

I am looking for a good introduction to Lane-Riesenfeld algorithms, which are a family of subdivision methods for generating uniform B-splines. Any suggestions? Note. This is a copy of the question I asked on Mathematics StackExchange. One of the…
user12344567
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5
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1 answer

What formula or algorithm can I use to draw a 3D Sphere without using OpenGL?

I know that there are 3 techniques to draw 3D objects: (1) Wireframe Modeling and rendering (2) Additive Modeling (3) Subtractive Modeling Am I correct? What formula or algorithm can I use to draw a 3D Sphere? I am using a low-level library named…
user464
5
votes
1 answer

Screen space line anti aliasing

I need to solve the following problem: do some anti-aliasing onto an image that contains rasterized "lines". I have some post-processing effects that output super-thin (~1px) features such as silhouette-edges and outlines as shown here: I tried…
leone ruggiero
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5
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0 answers

Facetted look when using SampleBias

I am writing a simple material system for a game. Each material can have a specular value (phong) that is translated into "smoothness" via environment map. Similar to PBR, I compute a fresnel term that modulates the "smoothness", to have reflections…
Raildex
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5
votes
2 answers

Rendering Hypercentric Perspective

I came across some Non-Euclidean Games which involve Hyperbolic Spaces, Spherical Spaces, Portals, etc. And, I noticed that they give quite deep feel of what Non-Euclidean Spaces feel like. So, I was thinking whether space rendering was possible for…
5
votes
1 answer

What are 'mesh clusters' / hierarchical cluster culling (with LOD?) / triangle cluster culling and how do they relate?

I've seen several references to this and related concepts now but I can't find any hard details about these systems, and how they are implemented. The earliest reference I can find is from the "GPU-driven rendering pipelines" talk by Sebastian…
cg_guy420
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5
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1 answer

Binding vs bindless

I was trying to understand what exactly is 'binding'. I found an answer on quora on this. From this, binding basically sounds like sending data from to GPU with help from CPU. I got to know more about 'bindless' things as there is something called…
5
votes
1 answer

Tone Mapping vs Gamma Correction

There is something about these concepts I'm not understanding. I thought the point of gamma correcting images is to make sure that the values in linear space map correctly when displayed on screen: It seems from this picture that the camera stops…
Rafael Sabino
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4
votes
1 answer

Reducing artificial rings in mean curvature of mesh

I have an isosurface/mesh (generated via marching cubes) of a micro-CT scan. Originally the surface looks very noisy, which becomes prevalent when the mean curvature is visualized: To reduce the noise I've applied Gaussian smoothing to the…
Steven
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4
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1 answer

Are some 3D objects "solid"? Do they have internal density? If so, when, and in which file formats?

I am more or less a complete novice in the field of 3D modeling. I understand the basics of a polygon mesh and a texture; however, it was always my understanding that 3D models were, effectively, "hollow" inside the mesh, in the same way that a…
4
votes
1 answer

How to keep an object constant in screen space?

If you open the modern Blender UI and select for example scaling, and then you use the scroll wheel to "zoom" (move the camera along the radial axis). You will notice that the size of the 3D widget remains constant in screen space (it becomes bigger…
Makogan
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4
votes
1 answer

Finite difference wave equation shown in paper is wrong?

I'm trying to produce wave surface animations, and I came across this paper: Fast_Water_Animation_Using_the_Wave_Equation_with_Damping. In the paper they go to provide the following equation: At first I just blindly implemented this, but soon saw…
Krupip
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4
votes
2 answers

2D metaballs with marching squares and linear interpolation

I struggle do understand how linear interpolation works in the marching square rendering algorithm context. I created simple example in GDScript (Godot) of random floating metaballs to demonstrate the problem: extends Node2D class Blob: var…
Arsenius
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4
votes
1 answer

Best practice for managing many shaders and merging multiple shaders into one?

I have managed to greatly minimize draw calls on my recent project, but as I'm adding more shaders, I see that I have to switch more times and that is causing a lot of draw calls. What is the best practice for managing multiple (dozens) of shaders…
GnoSiS
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4
votes
1 answer

Operator associativity and 4x4 matrices - performance question

During vertex processing with 4x4 matrices, we might stack multiple transformations like projection, model-world, world-camera, etc. by doing something like this: $$v_{final} = T_N \cdot ... \cdot T_1 \cdot T_0 \cdot v$$ Now from the GLSL specs…
wychmaster
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