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1500 questions
4
votes
1 answer
Why do polygons have to be "simple" and "convex"?
I'm new to computer graphics and just wanted a solid understanding of why?
Why is it so important that polygons you push through the pipeline be "simple" and "convex"?
user9778
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4
votes
1 answer
How does GLSL code get “loaded” and “compiled”?
I just wanted to find out for sure how GLSL code gets loaded and compiled.
Does the g++ compiler do it?
user9778
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4
votes
0 answers
Ask for help on understanding a formula related to change of variable
Although I have tried for a long time, I cannot understand Eq.(11) of paper "Microfacet Models for Refraction through Rough Surfaces" written by Bruce Walter, Stephen Marschner, Hongsong Li and Kenneth Torrance, Eurographics Symposium on…
user5280911
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4
votes
1 answer
Is a single shader and 1x1 pixel white sampler more efficient than frequent switching between shaders with and without samplers?
I have some existing OpenGL code that I am porting to Vulkan. The question is somewhat relevant to both OpenGL and Vulkan.
I am rendering some primitives using textures, some single channel, others RGBA, as well as flat colored primitives with…
Michael Clark
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4
votes
1 answer
Conversion from cubic catmull-rom spline to cubic b-spline
I have a bunch of points that are the control vertices of a cubic catmull-rom spline. I would like to convert these to the control vertices of a cubic bspline.
I believe I can do this using this following relation:
$\boldsymbol{t} *…
sriravic
- 126
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4
votes
1 answer
High variance in path tracing specular objects
I'm testing my path tracer for specular surfaces. Images rendered with my own code have very noisy appearance, and I think they look like variance.
I use point light and the bunny is of mirror material, walls are matte. If it is the problem with…
jinglei
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4
votes
1 answer
How to convert Euler angles to Quaternions and get the same Euler angles back from Quaternions?
I am rotating n 3D shape using Euler angles in the order of XYZ meaning that the object is first rotated along the X axis, then Y and then Z. I want to convert the Euler angle to Quaternion and then get the same Euler angles back from the Quaternion…
Amir
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4
votes
1 answer
How to randomly draw Quaternions within a specific range of Euler angles for rotation?
I am pretty new to Quaternions so please bear with me. I want to draw random Quaternion samples so that their Euler angle equivalent would range within [-30, +30] degrees on each axis. Currently, I know how to sample Quaternions from the full range…
Amir
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4
votes
1 answer
Surface fairing, implementation detail
I'm reading through Polygon Mesh Processing, section 4.3 (Surface fairing).
The reference I mentioned defined defines "Surface Fairing" as
The goal of surface fairing is to compute shapes that are as smooth as possible... in general fair surface…
user8469759
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4
votes
2 answers
Defocus blur: Computing the pixel plane distance
I'm following Peter Shirley book, Ray tracing in one weekend. In the last chapter, he talks about how to make defocus blur by using thin len approximation. His camera class accepts a parameter called focus_dist, which he then uses to compute the…
Manh Nguyen
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4
votes
2 answers
Why are depth buffer values clamped to (0, 1)?
This is a simple question.
I know that in OpenGL or other graphics API, the values stored in the depth buffer are automatically clamped to (0,1).
I just want to know why people do this instead of just keeping the actual depth values as float. Is…
yuchen
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4
votes
1 answer
How to visualize and programmatically work with huge point cloud
I have created a quite large point cloud with about 800M RGB points. The exported .ply file is about 12GB large.
The commercial software I used to create it can render the cloud very smoothly on my Ryzen 1800X/64GB/Geforce 1080Ti.
Now, I would like…
mcandril
- 141
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4
votes
1 answer
Non real-time rendering on Unity3D
I made an audio visualizer using Unity3D (you can see it here) but I am not satisfied on the video quality, as the compression destroys the graphics. I recorded the screen during a real-time rendering. I tried many screen recorders, but always the…
L. Chaumartin
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4
votes
1 answer
How does Primary Sample Space Metropolis Light Transport work?
For simplicity, assume we're only dealing with surfaces which have either a Lambertian or perfectly specular material. Morever, assume that the only type of lights are area lights (i.e. surfaces with an emissive material) and we stop tracing at…
0xbadf00d
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4
votes
2 answers
Can gl_WorkGroupSize be set outside the compute shader?
I am migrating code from CUDA to OpenGL compute shaders.
I could not find a way to set the local workgroup size outside the shader; is there a way to set gl_WorkGroupSize in the calling program like one can do for gl_NumWorkGroups?
Thanks in advance
Vectorizer
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