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1500 questions
4
votes
1 answer
What is the difference and/or relationship between the OpenGL SDK and the OpenGL GPU driver?
I'm brand new to OpenGL and graphics programming in general, and I'm trying to figure out what software I need to program a GPU. I saw an NVidia OpenGL driver, and I've also seen reference to the OpenGL SDK. My understanding (sort of) is that the…
user628544
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4
votes
2 answers
Correctness of logical steps for create the matrix of viewing transformation
In general, I understand the creation of viewing transformation matrix, but I have my doubts.
For example, let's say that a world coordinate (called $A$) has a center at $(1,1,1)$, and the view reference point (VRP) (called $B$) has a center at…
Nick
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4
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2 answers
Software to compose separate models into an articulated model?
I've inherited a system which animates a humanoid avatar by loading various models and manually calculating transformations for each one. I'm in the process of porting part of this system to Three.js, and rather than port the manual calculations…
Peter Taylor
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4
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1 answer
Can I ignore importance, adjoint equations, GRDFs for my path tracer?
I need to write a photo-realistic renderer. I have been looking at ScratchAPixel site, asking a couple of questions here on CG, and going through the Advanced Global Illumination 2nd ed book. I've read about radiometry, probability, Monte Carlo, and…
PeteUK
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4
votes
2 answers
I need advice and good reference in geometric modeling?
I am a student of computer science and this semester is my first semester of MSc. Next semester I must choose an advisor and the subject of my dissertation. I somewhat know what geometric modeling is and I want to research in this area, but I don't…
haleh
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4
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Should I use nonsymmetric BSDF for refraction in BPT?
I'm implementing bidirectional path tracing. I want to simulate perfect refraction. I read in the Veach thesis that a perfect refraction BSDF is non-symmetric. Does it mean that I need to use different computations for refraction BSDF (BTDF) for eye…
ciechowoj
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4
votes
1 answer
Pixel density / color channel depth ratio for dithered gradients
Dithering increases percieved color depth by adding a "noise" to an image on transform from high color depth (e.g. 32-bit floating point) to lower color depth (e.g. 8-bit integer). A prerequisite is pixel density being high enough for the brain to…
Andreas
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4
votes
1 answer
Colorblending shader recompilation scenarios
Context
As I was trying to learn more about Vulkan, I learned that certain fixed-function steps could be implemented with shader code from this video (at around the spot where he talks about the following…
aces
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4
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2 answers
Transforming fragment-to-camera to tangent space for parallax occlusion mapping
I'm trying to implement POM using this tutorial. As stated, I need to transform fragment-to-camera to tangent space and then pass it to a function.
tangent space is computed using Assimp. Well I trusted it. For example tangent vectors look like…
mdkdy
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4
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Unfolding a 3D point to a Cartesian plane
I am writing a texture splatting pixel shader for meshes (not terrain) whereby I find a UV position from a raycast, which I convert to a local position, and then calculate a bounding box around that position.
Then when cycling through the UVs (also…
Garth Wood
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4
votes
1 answer
Creating Sparks using Code
I'm new to this area and have less knowledge. I want to create some graphics like sparks and lightning by writing some code, using my own physics. I don't want to use some engine, However I can use external libraries.
Can anyone tell me how to set…
sdfsdf
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4
votes
0 answers
selectively setting stencil value based on vertex property in vertex shader
Just like the question says. Is it possible to selectively set the value of the stencil buffer based on a property of a vertex, like the value of its normal, during its vertex processing phase? Instead of setting for all fragments of the model.…
cybergla
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4
votes
2 answers
Frustum aligned volume integration - aliasing issue - temporal reprojection
Raw volume raymarching especially aligned with frustum seem to produce a lot of aliasing/banding on edges of shadow map. Especially when fragment pos is far because step length is then getting bigger. Making some research how to correct it I found…
mdkdy
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4
votes
1 answer
I dont understand how a GPU computes and branches, could you please help me fix this shader preformance
I have been working on how the GPU does parellel processing, and branching. However I am not yet to the point where I know how to make this shader more efficent. Essentially I dont know enough about how it works.
Anyway I have the following…
J.Doe
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4
votes
2 answers
Screenspace Normals - Creation, Normal Maps, and Unpacking
I'm trying to condense my Deferred Rendering G-Buffer. So I have some questions about getting 2-component Screenspace Normals. I know Frostbite and Killzone (the only two AAA company's G-Buffers I could find) use them.
How are screenspace normals…
Karim Abdel Hamid
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