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1500 questions
4
votes
1 answer
How to apply transformation matrices from multiple primitives on a mesh
I'm working on some code to convert a 3d geometry from IFC to gltf/glb. One of the challenges I'm facing with this is that - IFC provides transformations for each primitive separately i.e., if I have a mesh (MeshA) which has 4 primitives, i'm…
Gangula
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4
votes
1 answer
How to calculate volume of any given 3D mesh
Given 3D mesh with a closed surface. (solid object without hole).
I'm looking for an algorithm to calculate its volume.
There are several ideas, Such as
Voxelized and count voxels
Point cloud and Monte-carlo integration to find the point inside the…
kitta
- 143
- 6
4
votes
1 answer
What causes buffer access to be significantly slower in DXIL than SPIR-V?
I am currently experimenting with unbounded descriptor arrays and ultimately want to use bindless descriptors. I wrote a test application, that draws 100.000 simple object instances, where the transform for each object is pulled from a buffer…
Carsten
- 141
- 4
4
votes
1 answer
Artifacts while rendering sponza scene
I'm trying to render the Sponza scene using the Cook-Torrance BRDF Model Plugged with the GGX Normal Distribution, Gemoetry Schlick and fresnel Schlick approximation and a punctual point light. When rendered I get these artifacts
I don't know why…
Mohamed Hashem
- 83
- 6
4
votes
0 answers
Watertight Mesh Representation
A watertight mesh is one which does not have holes, and for which each face has a designated inside and outside. Such a mesh can be "tetrahedralized", has a defined volume, and can be an operand in a polyhedral boolean operation.
I'm looking for a…
Joshua Hyatt
- 141
- 2
4
votes
1 answer
How to derive Field of View (FOV) angles from a 2D projection
I'm looking for some guidance.
I'm not sure if this is possible, and I'm not sure where to start.
I need to measure the FOV angles of a first-person, 3D game using only gameplay screenshots.
I'm bound by the game's sandbox.
The best I can do is use…
Brovidio
- 51
- 4
4
votes
3 answers
Student-friendly ray-triangle intersection
I'm teaching a computer graphics course, and would like to give my students a function for calculating ray-triangle intersections (not just the point of intersection, but also the uv coordinates within the triangle). This seems like a good…
TomKern
- 251
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4
votes
0 answers
Historically Significant 3D Bicubic Patch Data?
The little milk pitcher / jug in Martin Newell's 1975 PhD thesis “The Utilization of Procedure Models in Digital Image Synthesis”, does anybody have the bicubic patch data for it? The teapot's data (in several early versions) is well-distributed…
KickAir8p
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4
votes
1 answer
Which provides better intuition: THREE.Geometry or THREE.BufferGeometry?
THREE.js recently dropped support for THREE.Geometry in favor of exclusively THREE.BufferGeometry. I'm trying to decide which paradigm to teach in my computer graphics course to best provide students with an intuition for the field (I don't mind…
TomKern
- 251
- 1
- 4
4
votes
2 answers
Confusion about HDR image pipeline
I am working on a path tracing renderer, and I want to produce an sRGB image out of the HDR image buffer I get at the end of my rendering algorithm. Up until now I have worked just by clamping values, which of course works fine only for a limited…
uhwo
- 55
- 4
4
votes
1 answer
How to Achieve Radial Rendering
I'm making a POV fan and would like to display some simple graphics in real-time on it. I have a working naive solution with OpenGL, but I'm maxing out at 7 fps rending a simple cube on a raspberry pi 3 B+.
normal rasterization of an image, as I…
Alex Charters
- 143
- 4
4
votes
1 answer
Why does UV tiling affect performance in volumetric ray marching?
I am building a volumetric ray marching shader in HLSL in Unreal Engine, based on Ryan Brucks’ work: https://shaderbits.com/blog/creating-volumetric-ray-marcher
I am trying to add some additional noise to the shader using a tiling 3D noise texture,…
kinkersnick
- 73
- 3
4
votes
1 answer
Why perspective division ( div by w) when applying the inverse to a perspective transformation?
For example, when you want to compute the world space position of a fragment in the fragment shader, you can construct the fragment's NDC coordinates, then multiply by the inverse of whatever transform was used on the triangle that was rasterized to…
cg_guy420
- 115
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4
votes
3 answers
How can I get a signed distance (SDF) from a mesh?
I am trying to use constructive solid geometry (CSG) and boolean operators to combine various shapes and get the outer (possibly concave) hull. This seems to work okay when using primitive shapes like cubes and spheres but I cannot figure out how to…
Sirius 5
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4
votes
2 answers
results of Curved PN-Triangles algorithm has visible edges
I implemented the curved PN triangles algorithm described in this paper to smooth geometry in real time. After the implementation was finished (in glsl) I realized, that this algorithm smooth the geometry but there are still edges visible. To better…
Thomas
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