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4 votes
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How to remove a control point from a NURBS curve?

I am trying to write an algorithm to remove a control point from a NURBS curve, similarly to what can be achieved using the CVREMOVE command in AutoCAD. I searched online but I was unable to find a ...
Lorenzo Celli's user avatar
0 votes
1 answer
80 views

Wouldn't it be better if the vertex shaders and Z-Buffer were on the CPU instead of the GPU?

Wouldn't it be better if instead of unified shaders on the GPU you had separate pixels and vertex shaders again and the vertex shaders together with the Z-buffer were on the CPU die instead of on the ...
Coder's user avatar
  • 155
0 votes
1 answer
48 views

How apply 3d transformations on 3d Mesh vertcies

I have This 3D mesh class , I use helixToolKit SharpDX to display the mesh and transformations , but i want to apply these transformations to the vertcies dirctly so the mesh can be exported with ...
ahmed moussa's user avatar
0 votes
1 answer
45 views

Create a tight frustum around a 3D model bounding volume

Tight frustum I intend to create a tight frustum around a 3D model: I have these variables: Inputs: 3D model bounding box or bounding sphere or bounding volume. To be determined: Eye distance and ...
Megidd's user avatar
  • 133
0 votes
0 answers
21 views

Is there a way to force a closest hit shader?

I want to add a debug feature to my ray tracer (runs in both Vulkan and OptiX). For that, I'd like to switch all objects to use a specific closest hit shader. Can I do this? I have only found the ...
Tare's user avatar
  • 1,541
3 votes
2 answers
276 views

What were the benefits of quads used by Nvidia's NV1 over tri based rendering?

What were the benefits of primitive quadrilateral rendering used by Nvidia's NV1 graphic chip over triangle based rendering? And what was the reason why Nvidia followed this approach?
Coder's user avatar
  • 155
0 votes
0 answers
34 views

Understanding the BRDF Equation

I am studying the BRDF equation. From Wikipedia, the equation is as follows: I have one main question: Where does the $\cos{\theta_i}$ in the denominator come from? The denominator implies that $...
Christopher Miller's user avatar
0 votes
0 answers
10 views

How to use linear color attachment with NV extension in vulkan?

I have an OptiX ray tracer and a Vulkan renderer. In Vulkan, so far I have only been displaying the image the ray tracer created. Now I want to add rendering in the Vulkan renderer. For the interop, I ...
Tare's user avatar
  • 1,541
1 vote
1 answer
141 views

Confusion over Microfacet-based BRDFs and Normal Distribution Functions

Through reading various sources online, I've become a bit confused. I'll briefly outline what I think I do understand: My understanding is that microfacet-based BRDFs assume there is always a perfect ...
Chris Gnam's user avatar
0 votes
1 answer
98 views

Evaluating the Rendering Equation by hand (simple case)

I'm trying to make intuitive sense of the rendering equation and so I'm trying to work out a trivial example by hand, though ultimately I'm just trying to understand how monte carlo importance ...
Chris Gnam's user avatar
0 votes
1 answer
104 views

How does a path tracer capture light falloff if it deals exclusively with radiance?

My understanding is that path tracers deal with radiance because radiance is constant along a ray. You simply go through and evaluate the light transport equation: $$ L_o(p, \omega_o) = L_e(p,\...
Chris Gnam's user avatar
0 votes
0 answers
14 views

How to extract points corresponding to faces from cube map projection (CMP) of panorama from point cloud data

I am working with the standford2d3d dataset http://buildingparser.stanford.edu/dataset.html which contains panoramas of various scenes and a .mat file of the point cloud information of all the scenes. ...
Miguel's user avatar
  • 1
0 votes
0 answers
26 views

I need help to understand what area distortion in this picture means

I was reading the paper Progressive embedding and there is this picture comparing the result of Tutte Embedding with the result from PM. The caption is "A selection of failed Tutte’s embedding (...
Tống Việt Dũng's user avatar
0 votes
0 answers
30 views

Can anybody give me an example of how to use ARB_sparse_texture and ARB_sparse_texture2?

I am trying to support hardware sparse virtual texture in my little engine but I found that there are almost no examples on the internet. Can anybody provide me with a little example to illustrate the ...
tigertang's user avatar
  • 101
1 vote
0 answers
53 views

Vulkan (Hardware) Path Tracing Formulation

I've been implementing a path tracer in Vulkan using the VK_ray_tracing extension and am a bit confused on how to set up the pipeline. Currently I've been following the style of the Reference Path ...
sshashank124's user avatar
3 votes
2 answers
237 views

Degree for Computer Graphics : Computer Science or Mathematics?

I want to learn graphics on a lower level but I have no clue where to start. I know that I will need some hard mathematics (linear algebra, vectors, matrices, transformations...) rooted inside my head....
Vie Infernal's user avatar
0 votes
1 answer
50 views

Vulkan memcpy from image works, but memcpy to image not working

Using Vulkan, I am reading from an image to a vector of unsigned char. It works great. ...
shawn_halayka's user avatar
1 vote
0 answers
18 views

How do I access vertex buffers corresponding to different (bottom level) acceleration structures?

I want to render scenes like they are used in mitsuba or pbrt (see https://benedikt-bitterli.me/resources/ for example scene description files). That is, I have a list of obj-files. Each Obj file ...
0xbadf00d's user avatar
  • 203
1 vote
1 answer
19 views

Hugin Panorama: force-align all images to one wide shot for a super-res mosaic?

Anybody have experience stitching panoramas with Hugin (or other software)? My Situation I have one "master" wide shot that shows everything (horiz. FOV ≈ 105°), and a bunch of tighter-zoom ...
user avatar
1 vote
1 answer
20 views

What the diffrence between BC7_QUICK and BC7_USE_3SUBSETS compression flags in DirectXtex lib?

At the beginning I thought they were like Fast and Fine compression of Photoshop's Intel texture tools, but I later found the tool uses a different compressor called Intel's ISPCTextureCompressor, So ...
ahmed moussa's user avatar
1 vote
1 answer
32 views

L-System to generate the Penrose P3 tiling

I am trying to write an L-System to generate the Penrose P3 tiling (with thin and thick rhombi, I will call them Rhombus-A and Rhombus-B. For render, I am planning to use the following chars. '+' ...
Ouss's user avatar
  • 111
0 votes
0 answers
48 views

Direct3D11 4x MSAA enabled - still looking bad

I'm rendering a simple triangle using Direct3D11 and I'm seeing a very visible staircase pattern despite enabling 4x MSAA with quality level = 16 on the swap chain (I'm not even using any depth/...
Ivan Ivanov's user avatar
0 votes
2 answers
91 views

how to check if all the faces face outward

Situation: I am using Open3D python,The mesh generation algorithm ( like ball pivot, poisson reconstruction ) are dependent on normal direction. I used ...
uk2797's user avatar
  • 1
0 votes
0 answers
25 views

Advice on Implementing View-Dependent LOD and Progressive Rendering for Real-Time Visualization

I'm working on a project that involves real-time visualization of large datasets to create detailed surfaces from heightmap representations. As I'm relatively new to the field of real-time rendering, ...
mattoro's user avatar
0 votes
0 answers
46 views

How can I use Vulkan on windows with an incompatible processor?

I already have experience with Vulkan on my home computer, however I live in a dorm with a kinda old laptop. The processor, an Intel(R) HD 4600 Graphics, is incompatible on windows with Vulkan. I've ...
Ulysse Beauchamp's user avatar
0 votes
1 answer
71 views

Pre and Post Multiplication World Space Transform Matrix ambiguity

I'm currently studying about world space transformation matrices and encountered some confusion regarding their application in different matrix orders (row major vs column major). Context In row major ...
makra's user avatar
  • 1
1 vote
0 answers
31 views

How can you tessellate degenerate triangles evenly?

If you use the tessellation shader for triangle patches, you can only set the following four values to define the tessellation structure of the triangle: ...
Thomas's user avatar
  • 1,198
0 votes
0 answers
42 views

Problems with distributed ray tracing and particle system

based on the ray tracing stunning effect, I'm considering a resilient distributed ray tracing implementation, I've just finished a basic computer graphics course, and I'm currently working on directX ...
Haitao Xiao's user avatar
0 votes
1 answer
69 views

Understanding spherical harmonics code

I am trying to understand the function computeColorFromSH, which is a part of the differentiable gaussian rasterizer used by the paper 3D Gaussian Splatting for Real-Time Radiance Field Rendering. I ...
accounted4's user avatar
0 votes
1 answer
29 views

what is the math behind contrast&brightness adjustmentlayer in photoshop?

I have figure out the math with use legacy checked. but I don't know what is the math ps use with use legacy unchecked.
Celebrimbor's user avatar
2 votes
1 answer
108 views

How can I determine ideal NURBS surface control points for a multi-patch sphere?

I would like to know how to "parameterize" the control points for the 6 faces of the commonly used NURBS mutli-patch sphere ("Cobb sphere"), for an arbitrary-size control point ...
Chaosoahc's user avatar
1 vote
1 answer
54 views

Detecting edges on really small float-value differences

I'm working on a game that has a big proc. generated map (10000km by 20000km). The map generation is based on multi-octave perlin noise. ...
wcobalt's user avatar
  • 111
0 votes
1 answer
48 views

What are the exact math steps to convert sRGB (D65) to Lab (D50) colorspace?

I've been struggling to implement the correct steps (matrices, white-points, etc) to convert some sRGB (RGB) values (already in 0-1 range) to Lab/CIELAB color space. I've tried following guides on ...
Pedro Ribeiro's user avatar
0 votes
0 answers
49 views

OpenGL hash vertices by position does not work on shared tessellated edges

I have a triangular mesh with common vertices (VBO and EBO/IBO) that contain the normal vectors. If I tessellate this mesh, the subdivision of the triangle edges of neighboring triangles has the same ...
Thomas's user avatar
  • 1,198
2 votes
1 answer
94 views

triangle barycentric coordinates interpolate edge dependent

Barycentric coordinates of a triangle are very useful for interpolating texture coordinates, for example. Each corner contains the texture coordinate and multiplies this coordinate by the barycentric ...
Thomas's user avatar
  • 1,198
0 votes
0 answers
46 views

4x4 matrix to scale only one axis depending on another axis

I am trying to scale the value of the input vector along one axis depending on the value of the input vector along another axis, while leaving everything else unchanged. Given (pseudocode): ...
Beta Carotin's user avatar
1 vote
1 answer
58 views

UHD monitor showing artifacts for cetrain patterns, e.g. lighter lines, or image turns to green on purple

I wonder, why black-white pixels pattern as seen on this page http://www.lagom.nl/lcd-test/clock_phase.php is displayed wrongly by UHD LCDs (on all i tried). Please note, that it must be displayed 1:1 ...
saliem12's user avatar
2 votes
1 answer
57 views

OpenGL - Compute Shader - How to set local_size

This question is about the best strategy to choose a local_size in OpenGL's compute shader. The application is a Lattice Boltzmann Method (LBM) with a number of cells ranging from 100,000 to 1 million....
techwinder's user avatar
0 votes
0 answers
62 views

What performance to expect from an optimised pathtracer?

I am currently writing a fairly basic pathtracer as a compute shader in C++/CUDA, which has been running on a GTX 1080, and I have noticed that when logging some statistics, I get around ~1 billion ...
Jack Freeth's user avatar
1 vote
0 answers
34 views

Vertex detection

Consider a 2-dimensional polygon with unknown vertices $V_1, \dots, V_n \in \mathbb{R}^2$. Given a random set of points $p_1,\dots, p_m \in \mathbb{R}^2$ lying approximately on the perimeter of such a ...
matteogost's user avatar
2 votes
1 answer
82 views

How to approach implementing Cook-Torrence microfacet brdf?

Trying to implement the Cook-Torrance BRDF for my path tracer. Confused about how to do it though. I've seen two approaches: 1: Sample the NDF, evaluate diffuse and specular components and add them ...
Ruben's user avatar
  • 23
0 votes
0 answers
32 views

Blin Phong BRDF in an unusual coordinate system

a happy New Year to everybody! But, a new year means a new question: In my problem, a mirror is placed in a vertical position, i.e. along the z-axis.The x- and y-axis are perpendicular to this axis. ...
Uwe Nass's user avatar
1 vote
0 answers
47 views

How is a system for parametrizing a triangular mesh obtained?

I am analyzing the article Parameterization of triangular meshes (Michael S. Floater November 10, 2009) and have reached the point where the uniqueness of the solution to a system of linear equations. ...
e7min's user avatar
  • 11
0 votes
0 answers
30 views

What's with this green color ( #004D00 )

I've noticed this shade of green a few different times when I experience graphical errors on computers. most recently when I had to disable / re-enable my GPU to fix a error with how videos were being ...
JudeM's user avatar
  • 1
0 votes
0 answers
17 views

Narrow-phase CCD in FEM topology query (finite element method)

I am implementing IPC from siggraph2020, and one of its step is about CCD line search, where CCD is applied each iteration in the descent method in a part of the algorithm. I have implemented CCD ...
Da1sy petals's user avatar
0 votes
0 answers
38 views

Shader ported from shadertoy does not behave in the same way

I tried porting the main "Image" shader here this. My results are somewhat similar apart from the fact that "IRES" does not seem to behave in the same way as it does in Shadertoy. ...
dearn44's user avatar
  • 101
0 votes
0 answers
36 views

GLSL reflect function math correct?

In the documentation of GLSL - reflect given a surface normal $N$ and an incident vector $I$ the calculation being performed is reported as $$ \text{reflect}(I,N) = I - 2\text{dot}(I,N)N $$ I wonder ...
user8469759's user avatar
0 votes
1 answer
50 views

Average luminence and auto exposure algorithm not seeming to work properly

I've been working on adding HDR rendering, auto exposure, and tone-mapping to my rendering engine, following this blog post for doing auto exposure and it sequel as well as a few side resources for ...
Alexis Purslane's user avatar
2 votes
0 answers
37 views

Is color saturation really related to light intensity?

In this article on Wikipedia, under saturation, it's written that "The purest (most saturated) color is achieved by using just one wavelength at a high intensity, such as in laser light. If the ...
xasthor's user avatar
  • 121
0 votes
2 answers
67 views

Can I "recreate" vendor-specific OpenGL extensions?

For example: I have an AMD graphics card, can I "recreate" Nvidia's OpenGL extensions? And vice versa? By "recreate" I mean to write my implementation in some way. In general, how ...
deaqsly's user avatar

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