Community Digest

Top new questions this week:

Ray vs AABB algorithm that also gives which side was hit?

There are plenty of well-known algorithms for determining if a ray hit an Axis-Aligned Bounding Box (AABB), like Andrew Woo's covered in a response here. Using exit = origin + (dir * tMax) will give ...

raytracing algorithm  
asked by Tyler Shellberg 1 vote
answered by Olivier 1 vote

Point light illuminating only half of a scene

A point light is illuminating only a half of a scene in my small 3D renderer. It happens on every scene I've tried (conference room, cornell box, etc). How do I go about debugging this? What could ...

opengl glsl shading  
asked by Ohkomonkiainen 1 vote
answered by Ohkomonkiainen 2 votes

Greatest hits from previous weeks:

How is a light probe different than an environmental cube map?

Looking at a light probe texture, it looks like a blurry environment map. What's the difference between the two, how is a light probe made, and what is the benefit of it being blurry?

lighting  
asked by Alan Wolfe 15 votes
answered by Nathan Reed 16 votes

How is anisotropic filtering typically implemented in modern GPUs?

Anisotropic filtering "retains the sharpness of a texture normally lost by MIP map texture's attempts to avoid aliasing". The Wikipedia article gives hints about how it can be implemented ("probe the ...

texture gpu algorithm implementation  
asked by wip 14 votes
answered by yuriks 14 votes

How is Gaussian Blur Implemented?

I've read that blur is done in real time graphics by doing it on one axis and then the other. I've done a bit of convolution in 1D in the past but I am not super comfortable with it, nor know what to ...

image-processing gaussian-blur  
asked by Alan Wolfe 42 votes
answered by Bert 48 votes

How many polygons in a scene can modern hardware reach while maintaining realtime, and how to get there?

A fairly basic, in some ways, question, but one that many people, myself included, don't really know the answer to. GPU manufacturers often cite extremely high numbers, and the spread between polygon ...

gpu optimisation  
asked by Llamageddon 10 votes
answered by v.oddou 5 votes

"Light intensity" of an RGB value

EDIT: I'm not fully clear on terminology here, what I previously understood to be called "brightness" seems poorly defined. I think I am asking about radiant intensity, that is, the measurable ...

color-science brightness  
asked by jsh 6 votes
answered by JarkkoL 10 votes

Send Texture to Shader

I've been following the LearnOpenGL tutorials and I've come across a piece of code I don't understand. glUniform1i(glGetUniformLocation(ShaderID, "textureVar"), 0); In the above code ShaderID is a ...

opengl shader texture glsl  
asked by Archmede 1 vote
answered by Chris says Reinstate Monica 2 votes

How to convert Euler angles to Quaternions and get the same Euler angles back from Quaternions?

I am rotating n 3D shape using Euler angles in the order of XYZ meaning that the object is first rotated along the X axis, then Y and then Z. I want to convert the Euler angle to Quaternion and then ...

3d mathematics geometry  
asked by Amir 4 votes
answered by Amir 1 vote
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