Community Digest

Top new questions this week:

How to keep an object constant in screen space?

If you open the modern Blender UI and select for example scaling, and then you use the scroll wheel to "zoom" (move the camera along the radial axis). You will notice that the size of the 3D widget ...

transformations camera linear-algebra gui ui  
asked by Makogan 3 votes
answered by Nathan Reed 3 votes

Finite difference wave equation shown in paper is wrong?

I'm trying to produce wave surface animations, and I came across this paper: Fast_Water_Animation_Using_the_Wave_Equation_with_Damping. In the paper they go to provide the following equation: At ...

rendering simulation fluid-sim height-field  
asked by whn 3 votes
answered by Nathan Reed 4 votes

What is a vertex normal used for?

I'm new to the graphics area, and when it comes to the light part, the concept of vertex normals confuses me a lot. First, I cannot imagine how a vertex could have a normal, and second, when ...

asked by ravenisadesk 3 votes
answered by wychmaster 4 votes

Calculate the position and rotation needed to have a camera look at a certain region

I have a 2D region defined by 4 points in 3D space. I want to position my camera so that it looks at the region, with a settable variable determining which side it looks at, where looks at means that ...

2d camera  
asked by GenRincewind 2 votes
answered by wychmaster 1 vote

Per-object screen space uv issue

I am currently trying to sample a texture in screen space. This works well : float4 positionCS = vertexInput.positionCS / vertexInput.positionCS.w; screenPos = ComputeScreenPos(positionCS).xy; float ...

shader glsl uv-mapping hlsl unity  
asked by MaT 2 votes

Math for adaptive supersampling for raytracing

How do I determine how many (jittered) rays to trace for a given pixel, as a function of the statistics of a small initial set of test rays? Also, what size should the initial set be? (it's currently ...

raytracing supersampling  
asked by Octa9on 2 votes

2D metaballs with marching squares and linear interpolation

I struggle do understand how linear interpolation works in the marching square rendering algorithm context. I created simple example in GDScript (Godot) of random floating metaballs to demonstrate ...

rendering algorithm 2d-graphics physics fluid-sim  
asked by Arsenius 2 votes

Greatest hits from previous weeks:

Radiosity VS Ray tracing

Radiosity is basically what allows this: In a tutorial of Cornell University about Radiosity it is mentioned that: A ray-traced version of the image shows only the light reaching the viewer by ...

raytracing reflection scattering radiosity  
asked by Armfoot 12 votes
answered by Ecir Hana 13 votes

Albedo vs Diffuse

Every time I think I understand the relationship between the two terms, I get more information that confuses me. I thought they were synonymous, but now I'm not sure. What is the difference between ...

rendering shading  
asked by hmind 39 votes
answered by trichoplax 30 votes

Sharing code between multiple GLSL shaders

I often find myself copy-pasting code between several shaders. This includes both certain computations or data shared between all shaders in a single pipeline, and common computations which all of my ...

asked by Martin Ender 30 votes
answered by Nicolas Louis Guillemot 19 votes

Get vector length with GLM

I am quite confused over how GLM library is behaving or I am using it improperly. glm::vec2 testVec(6,-4); float len = testVec.length(); I get the value 2 with the above code snippet. I believe ...

c++ vectors glm  
asked by sajis997 15 votes
answered by sajis997 17 votes

FPS counter for a simple Vulkan app

What measurement/monitoring tools could I use to get the FPS values for a simple Vulkan app? Thanks in advance

asked by Vectorizer 1 vote
answered by Nathan Reed 1 vote

How does Texture Cache work considering multiple shader units

Modern GPUs have many parallel shading units. I'd like to know how texture cache is managed in that scenario.

texture gpu shader  
asked by Felipe Lira 11 votes

What is the "dipole approximation" for subsurface scattering?

If you read papers about subsurface scattering, you'll frequently come across references to something called the "dipole approximation". This term seems to go back to the paper A Practical Model for ...

rendering subsurface-scattering  
asked by Nathan Reed 18 votes
answered by cifz 23 votes

Can you answer this question?

Do you have to group and optimize your draw and shader calls in Vulkan?

This is in reference and contrast to the discipline (or more or less requirement) of opengl to group draws that use the same materials together, to minimize making many draw calls or many switch ...

vulkan optimisation  
asked by GnoSiS 1 vote
answered by Nicol Bolas 0 votes
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