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1500 questions
4
votes
5 answers

Cloud based VR would be the future?

According to the following assumptions, I think Cloud based VR would be the future: 1) Real world scene rendering needs ray tracing or other complex computing graphics technologies. It needs a lot of computing power. 2) Single GPU can't afford…
Hao Zhang
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4
votes
1 answer

In what order to apply lighting and translucency?

I'm making a game that is supposed to like like a early 90s 3D game, so i'm rendering in software on an 8-bit indexed bitmap, using lookup tables for translucency and lighting. Now I have to draw a translucent, lit sprite in front of an already-lit…
Wuerfel_21
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4
votes
0 answers

Generate complex (non-convex) polyhedron UV mapping

I need to find an approach to the problem of generating texture maps for non-convex polyhedrons without using a design tool like Maya. Specifically, I am mapping simulation results data onto a 3D surface, and I need to write code which generates the…
Rob Perkins
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4
votes
1 answer

Guidance with Sphere-Map calculation in GLSL

I'm trying to achieve the same effect in OpenGL/GLSL as what Blender does when you add a texture, set to "Reflection" This ultimately is a way to fake specularity, or "metallicness" if I get it right. I followed this tutorial (Mid-page, "Sphere…
GDN9
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4
votes
2 answers

Clearing but not drawing objects

I was trying to draw a plane and cubes in a framebuffer but nothing is drawing in that framebuffer besides clearing it with a color. Here's the code... //C++ Headers #include //Third party…
videogamechef
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4
votes
1 answer

library / tool for implementing algorithms

I'm new to graphics and want to implement algorithms like dda,scan-line, clipping,etc. I'm confused which library to use. OpenGl, graphics in turbo c,or any other. Please suggest.
The_Coder
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4
votes
0 answers

Normal mapping for planar reflections

Ok guys, tricky one! I'm trying to modify this Unity script + shader to include normal mapping. The tl;dr is, it uses a single texture rather than a cubemap as it is only for reflecting in a planar surface. So it doesn't use the standard ray bounce…
russ
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4
votes
0 answers

Making surface with common parametrization from bunch of other surfaces

I have bunch of surfaces, like in these two images: Currently to make single surface with common parametrization I sample points uniformly from all source surfaces, and fit single NURBS surface from these points. And in most cases it works, but in…
Ibraim Ganiev
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4
votes
2 answers

intersection between line segments - narrowed precondition

I believe that the issue may already have been discussed here. I want to find if two line segments does intersect and if they do then find and store and intesection points. Now it is already confirmed that one of the line segments will always be…
sajis997
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4
votes
1 answer

Triangulated model rasterization: light-weight Python library

I have a 3D model, which consists of ~50 thousand vertices and 100 thousand triangles. Format is: there's array of vertices' coordinates and array of triangles, which has numbers of vertices (e.g., [1, 2, 5] -- triangle, which consists of first,…
Charlie
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4
votes
2 answers

Why map Hammersley 2D set's (u,v) to sphere's (θ, φ) coordinates (and not to (φ, θ) )?

As explained in Holger Dammetz page Hammersley Points on the Hemisphere, the 2D coordinates (u,v) are usually mapped to the spherical coordinates (θ, φ). As a result, the coordinate "uniformly distributed" - u in the 2D case - is the polar angle θ.…
wip
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4
votes
1 answer

Uniform Buffers: What is quicker?

So I want to render a buttload of quads by using a single 4 point vertex array and change the position of the quad. What is quicker: Using glBufferSubData to change the positional data or Using glMapBufferRange to DMA the buffer and glUnmapBuffer to…
salbeira
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4
votes
1 answer

Jitter texture generation

I am currently reading the awesome paper by Jorge Jimenez about Character rendering : Next Generation Character Rendering In the part about multi-sampled transmittance he uses some Poisson offsets and a jitter texture which contains [cos(x), sin(x)]…
MaT
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4
votes
2 answers

Correct view-space transform

I am attempting to model a simple graphics pipeline (i.e. Local->Word->View->Screen->2D spaces). I've been looking at the algorithm required to transform from world to view-space and using the following transform Although I have been using U,V,N,C…
davidhood2
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4
votes
3 answers

OpenGL - Colours not working properly

I am using a single VBO to store vertices in the follow format: v1X, v1Y, v1Z, v1R, v1G, v1B, v2A, v2X, ... Vertex positioning is fine, shapes show up where expected, however instead of using the colour provided, all shapes show up red. The code…
Slendertron
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