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1500 questions
4
votes
0 answers
Proper way of consuming stratified samples in path/ray tracing
I'm working on a (toy-level) path/ray-tracer, currently trying to implement (and understand) improved sampling strategies.
The obvious next choice after uniform random sampling would be stratified/jittered sampling.
The idea itself is clear: You…
flipflop
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4
votes
3 answers
Programmatically generating bin files for GLTF models
I have a need to generate a series of GLB files. I have a base template for a GLTF file which I have to derive off of. The models thus generated will only have varying textures on them. The base mesh doesn't change at all.
What Im stuck with
Im able…
shashanka n
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4
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Pre-filtered environment map, deriving the equation
I'm reading through this article, and more specifically I'm trying to derive the equation that would explain the implementation the following shader (still in the same article):
#version 330 core
out vec4 FragColor;
in vec3 localPos;
uniform…
user8469759
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4
votes
2 answers
Calculating the gradient of a triangular mesh
This question is regarding a homework assignment (want to be upfront because many people on stack exchange don't like helping with homework questions).
I have a triangular mesh, which is defined by a set of vertices and a set of faces.
I want to…
Mark.F
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4
votes
1 answer
Camera Model View transformation in Ray Tracing
I am implementing my own simple ray tracing and I came across some sort of confusion. When defining the verticies in the world I multiply them by the modelView transformation system (the matrix similar to the one generated by glm::lookAt function)…
Abdullah Emad
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4
votes
2 answers
Unfold a 3D mesh to a 2D plane
I'm trying to unfold a 3D mesh onto a 2D plane. My general idea to do this, would be to cycle through all the faces of the meshes and perform a hierarchical transformation.
So I would start at the first face and transform it's vertices to the plane,…
Anima
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4
votes
0 answers
Learning light transport using Q-Learning
I am trying to reproduce the results obtained by Dahm et al. in the paper Learning Light Transport the Reinforced Way.
This method takes advantage of the similarity between the Bellman equation (Q-Learning) and the rendering equation.
Here's the…
maurock
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4
votes
1 answer
Why is it easier to inverse transform every object in a scene than to transform a camera?
My lecturer for a computer graphics (raytracing) paper has stated that 'It is easier to apply the inverse transform to the world than it is to apply the transform to the camera.' The example given was that is it easier to shift all objects in a…
Laserbreath
- 143
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4
votes
1 answer
2D Line of Sight + Visibility Calculations
I am currently working on an algorithm to calculate visibility in a 2D top-down level.
The level contains
actors, with position and "sight" information
walls, with start & end positions
light sources, with position and range
I have written a…
Jonathan
- 141
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4
votes
1 answer
Getting contrast color to a given color in RGB or ARGB or HEX
I am looking for a stable way to find a contrast/inverted/opposite color to a given one.
Application of this is to find best possible color for foreground to give background.
Strader
- 143
- 4
4
votes
1 answer
How is lighting done in Rasterization based pipeline?
So I wanted to know how do Game Engines like Unity3D and Unreal do lighting. I'm familiar with Ray-tracing, pathtracing based renderers etc. But not much with rasterization based engines. I do know a general overview of OpenGL's pipeline and things…
gallickgunner
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4
votes
1 answer
Modify camera matrix so that it renders a "chunk" of the frustum
Given a perspective projection matrix. How can one from it derive a set of matrices representing "chunks" of the viewport? So that the rendered chunks can be "stiched"
to form an image "chunk times higher" resolution than the viewport.
Here's an…
Facundo
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4
votes
1 answer
How to shift color values of a single RGB channel
I’m a weaver and textile maker with no prior coding or programming experience. In researching and reading through posts on this and other message boards, I was able to find a lot of useful information, but nothing that I could clearly map on what it…
T Frank
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4
votes
1 answer
How much does driver quality affect Vulkan and DX12 compared to OpenGL and DX11?
Considering the fact that Vulkan and DX12 delegate most of the memory management / work scheduling tasks to the application itself, how much do drivers affect performance?
To put my question into context, people on the internet talk a lot about…
mbl
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4
votes
2 answers
Should you measure mesh complexity in triangles or vertices?
I have seen people using either vertices or triangles as a quick heuristic to estimate mesh memory usage and mesh rendering time.
I always thought vertices were better, because the number of vertices processed in the vertex shader is known, whereas…
Makogan
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