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1500 questions
4
votes
1 answer

Special Texture Stretching without deformation

I am trying to achieve a special texture stretching effect in my shader. Here is how I define my uv before sampling my texture, nothing really special. // uv_ST contains the tiling and offset values uv.xy = uv.xy * uv_ST.xy + uv_ST.zw This gives…
MaT
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4
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1 answer

Irradiance Map Equation What is "dω"?

Link to paper : Irradiance and Incoming Radiance | lawrence.edu Using a shader to compute En Computing En as described above is a very compute intensive operation, because we have to compute the integral over the cube map for each new …
Blue Bug
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4
votes
4 answers

How to build a 3d model from 2d pictures

I have a series of MRI images. I want to build a 3D model out of it, which not only presents the surface, but also contains the inside structures. What kind of photogrammetry based method can realize that?
Milo Lu
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4
votes
1 answer

Efficiently sampling specific surfaces using MIS in path tracing

Apologies for posting two questions in one post, but as they are relevant I kept them in one. Question 1 In the definition of multi sample estimator that Veach has defined, the integrand is the same for all the n sampling strategies. If this is so,…
ali
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4
votes
3 answers

What's the concept of "Ray" really?

I'm learning Ray Tracing using this MIT tutorial. I've heard Ray Tracing only in the context of lighting. I.e. I understand that ray casting is used to light an object that has been already drawn. However, I've also seen ray casting in the context…
mavavilj
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4
votes
2 answers

reducing image size increases file size?

When I download this image: (source: ucn.edu.ni) then its total size is 341,0 kB. The image has a width of 2880 pixels and height of 1100 pixel and 1 X/Y resolution pixel/in. I opened the image with gimp and pressed scale image and reduced the…
Adam
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4
votes
1 answer

Stretch the cube mesh but repeat the texture?

I have a simple cube mesh, which I scale with modifying the model matrix. Texture settings: glGenTextures(1, &m_texture); glBindTexture(GL_TEXTURE_2D, m_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,…
Tudvari
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4
votes
1 answer

Calculate Transformation between two point sets - but with constrained Degrees of Freedom

How can I calculate the rigid transformation [R|t] between two 3d triangles, but restricted to a given N degrees of freedom (for N = 1..6) ? I know for N=6 I can get a least-squares solution via SVD of a certain matrix, but how can I integrate…
ginsunuva
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4
votes
1 answer

Alpha blending between two overlapping semi-transparent shapes

I am working on a 2D lighting system for my game. My approach has been to: Create a transparency quad representing 'darkness'. Create a stencil shader for light sources to clip from the darkness quad. Create a shader that blends alpha from 0 ->…
Alex
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4
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1 answer

What happened to my texture mapping?

Recently, I am writing a simple software rasterizer for self-studying and fun. But the texture mapping has problems. The texture I want to map is below: But the final image of two triangles is problematic, it shows below: The triangle rasterizing…
alexunder
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4
votes
1 answer

Energy conservation of BRDF

I'm reading Advanced Global Illumination. Here is the part confusing me: What do the second equation and $\delta$-function mean? Why the third equation is a sufficient condition even though a reason is given?
chaosink
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4
votes
2 answers

Can a scene graph be stored in the GPU?

I am starting to learn WebGL. Can a scene graph be stored in the GPU? Or is that type of thing more for the main thread (or webworker)? For example, I want to calculate some layout, and apply it as a transform matrix. Can I keep track of a scene…
trusktr
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4
votes
1 answer

Main techniques to draw a point at non integer coordinates?

I've difficulties in looking for an answer by myself because I don't know the jargon. I need somebody who'll points me in the right direction. Assume I have 100000 points with coordinates in the unit square, so points like (0.55313, 0.236831). I…
4
votes
1 answer

Z buffer working in OpenGL

After Z-Buffer Testing does the fragment shader run on the discarded fragments? Does the Z-Test happen after the fragment shader runs? Please, tell me the step by step events that occur in the Z-Test. Also what is early Z-Test and how to achieve it?
VersesDev
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4
votes
1 answer

Algorithm to map a triangular mesh onto plane preserving angles and distances from one vertex

I have a 3D triangular mesh representing cortical surface of a brain. I also have one vertex of interest. I would like to unfold a neighborhood of this vertex in such a way that both the angles (their ratios) and distances of paths from this vertex…
Evgenii
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