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12 views

Can someone explain why raytracing isn't able to make Global Illumination?

I've watched a few videos about raytracing vs pathtracing, and one thing that consistently pops up is the idea that pathtracing seems to be able to do global illumination, whilst raytracing is not. ...
1
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0answers
7 views

Passing variable through cbuffer vs. shader input in HLSL

Let's say I want to pass some kind of value to a pixel shader in HLSL. I can either make a cbuffer and pass the value directly to the pixel shader, or I can make a cbuffer in the vertex shader and ...
0
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0answers
29 views

Character Creation. Cartoon look, Eyes and Extra Parts. What advantages are the combining to one mesh?

I am fairly new to CG and 3d art. I'm trying to learn to make good game assets (ie. Low poly count, clean looking) in a cartoon style. I'm making this character as pictured. But his eye is a separate ...
0
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0answers
18 views

Help me improve my CG skills. Making Cartoon game assets for Unity. Having a 'style' that matches throughout the game [closed]

I've been working on lots of game ideas (I am trying to do all coding AND graphics alone). I really want my games to have a distinctive look to them but I am struggling, all my games end up looking ...
6
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3answers
606 views

Fundamental drawbacks of rasterization over ray tracing

Are there any fundamental drawbacks/limitations of rasterization as compared to ray-tracing? When I search on the internet, I get vague explanations like rasterization does not provide lighting ...
0
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0answers
16 views

Dealing with selection of spline/bezier curves in graphical software

In 2d and 3d environment we can select primitives like lines and polygons by performing point/ray intersection test with the respective primitive. However how does one approach the selection of ...
0
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1answer
32 views

How compute new camera parameters given a velocity vector?

My goal is to update camera parameters given a velocity vector so that the camera points in the direction of the velocity vector. How should one compute the update matrix for the camera parameters?
0
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1answer
27 views

how to change the near clipping plane of a perspective projection matrix for OpenGL

I am trying to only change the near clipping plane of a given perspective projection matrix for OpenGL. My problem is, that the near clipping plane is way too close, and the far clipping plane is very ...
0
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0answers
30 views

Raytracing, divide by PDF neutralized the effect of D and G terms, what is the problem?

Following some documents on internet, I divide my ray tracing result by PDF. Then it seem the D and G terms disappeared. Only F term is still visible, it looks like Fresnel only. ...
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0answers
18 views

Convert point clouds into voxels

I have points that are obtained by sampling a mesh(which is not watertight). Now, I would like to convert that mesh into voxel? Does anyone have any suggestions for solving this problem?
0
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0answers
12 views

Find a plane clipping a mesh with max intersection area/volume ratio [closed]

This is a cross-post from StackOverflow. I am looking for an algorithm to fit a plane based on the local convexity of a mesh. The mesh is very roughly elliptical cylinder-like, one side is flatter, ...
1
vote
1answer
56 views

Ray tracing Bug with Diffuse material

I am trying to do ray tracing in python (following the tutorial given in Ray Tracing in a weekend). Basically I am shooting rays from eye and the recursively bounce around, each time they hit ...
0
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0answers
19 views

OpenGL Per-Object Outlining issues

I'm trying to draw onlines around the objects, the outlines for any object should be see though very other object, I've successfully been able to draw the outline but the pixels get discarded in the ...
2
votes
1answer
46 views

What's the word for “how noticeable a particular part or pixel of an image is to a human”?

I remember hearing about an algorithm to calculate some property of each pixel of an image which represents how noticeable that pixel is to a human, and so how likely they are to notice if that pixel ...
0
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0answers
31 views

Order Independent Transparency: How to approach sorting

In an "Order Independent Transparency" implementation, one faces sorting a large amount of (as many as the number of pixels in the viewport) sets of data with relatively small number of ...
0
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1answer
46 views

In alpha premultiplied sRGB a color component can't be greater than the alpha, right?

Afaik, in alpha premultiplied color the components stored so: [r * a, g * a, b * a, a] So the fully opaque white color is: ...
1
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1answer
28 views

Is spectral response curve and spectral power distribution the same thing?

I'm reading section 5.2 of pbrt 3rd edition and came across the part where they explain the concept of RGB colors. When we display an RGB color on a display, the spectrum that is actually displayed ...
0
votes
1answer
20 views

DirectX FVF(Flexible Vertex Format ) equivalent in OpenGL/Vulkan?

Is there any directX FVF(Flexible Vertex Format ) equivalent in OpenGL/Vulkan.
1
vote
1answer
62 views

How to find the importance sampling function for a specified BRDF?

I am currently working on BRDF and their associated probability density functions (PDF) in order to importance-sample them. It is really hard for me to find the correct way to compute the PDF of a ...
2
votes
1answer
44 views

Catmull–Clark issue with plane corners

I implemented catmul clark based on this Wikipedia article. And it seems to work fine for meshes where the edge point count is equal to the face point count, but not for planes where the corners have ...
0
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0answers
18 views

Determining camera pose from symmetrical points?

I'm trying to do some 3D reconstruction from photographs and "the usual (SfM) suspects" don't seem to be working out. (Also, while I have a pretty good grasp of the basics of Linear Algebra, ...
2
votes
0answers
49 views

Why do materials have both an ambient color and a diffuse color?

One of the first things I learned about computer graphics lighting (and light in general) is that when a ray of light hits a surface, the surface absorbs certain colors and the light retains the rest. ...
0
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0answers
22 views

Writing perspective transformation matrix for x=0?

I see the discussion at this link, but I still get confused and I think my question is rather a simple one. If I assume the center of projection as p = (1,0,0), how can I write the 4x4 projection ...
0
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0answers
19 views

List all faces of a mesh visible from the view of the camera Opengl

as the question suggests I have to identify all the faces that are visible from the camera's view and do some processing with them. I have a single mesh. I am thinking of giving individual faces a ...
0
votes
1answer
108 views

glBlitFramebuffer does not copy all textures

The setup I have a working bloom shader implemented which creates a fbo with two textures attached to it. The first texture holds the entire scene The other only displays objects which are supposed ...
1
vote
1answer
35 views

How does a Vertex Buffer manage memory?

I'm learning OpenGL and I'm trying to understand things properly. If my understanding is incorrect at any point, please correct me. Introduction So let's say we have a triangle. This triangle has its ...
2
votes
1answer
38 views

A solution to sprite visibility in a raycasting engine with variable wall heights?

I am writing a raycasting engine. At this point, I have added sprites, and I am using a z-buffer, with one stored length to a wall for the x coordinate of each ray. Below is an image of a sprite which ...
0
votes
1answer
26 views

MSAA performance with forward shading

I have done some tests in OpenGL with multisampling, by specifying a multisample buffer as the default framebuffer. I used forward shading for rendering. From what I've observed the more primitives I ...
1
vote
1answer
27 views

Metal API clips all primitives?

I am trying to port my simple app from D3D12 to Metal and I am stuck at rendering a simple triangle. The window does not show any primitives; only the clear color is visible. Debugging my application, ...
0
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0answers
36 views

What are Gbuffers?

Good Morning! I am in need of help to understand GBuffers. What exactly are they? and how can I access them through unity? Is it something I need to create? Or does the engine create automatically? In ...
0
votes
1answer
38 views

gl_ClipDistance vs gl_CullDistance

Why are there very similar yet distinct arrays: gl_ClipDistance[] vs gl_CullDistance[]? What would be some use cases where the ...
1
vote
0answers
44 views

Fake cubic Hermite spline interpolation with smoothstep

When scaling an image with Bicubic Interpolation, the Cubic Hermite spline interpolation is used. smoothstep is one of the four basis/blend functions of this kind ...
1
vote
2answers
140 views

What is this graphical effect called?

I was watching this trailer: https://www.youtube.com/watch?v=pWh5388AEHw and at 1:22, the player used a magic trick that created a sphere that warped the projection of the scene. Does anyone know ...
2
votes
2answers
167 views

Why is the symbol for solid angle a small omega in the definition of the BRDF?

In many resources the BRDF is defined like $$f_{r}(\omega_{i},\omega_{r}) = \frac{\mathrm{d}L_{r}(\omega_{r})}{L_{i}(\omega_{i})\,\cos{\theta_{i}}\,\mathrm{d}\omega_{i}}.$$ The index $r$ might be ...
0
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0answers
34 views

Bottom up (as opposed to top down) text on projective geometric algebra?

I have been reading the SIGGRAPH course notes on projective geometric Algebra, and I get some of what's going on. However a lot of the knowledge needed to understand these PGA notes seems to be based ...
0
votes
1answer
47 views

Why there's no z-fighting for coincident planes if the camera look perpendicular at them?

There's a similar question Why do identical polygons not z-fight in OpenGL? but I believe I have a different setup. As can be seen in the picture the vertices for the planes are different and on the ...
0
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0answers
31 views

Is there a Performance Penalty for LOD objects with different topology?

I have a fairly complex-shaped object I've modeled, and in creating the LOD meshes, I've merged some verts, deleted some and even added some after in cases where this manipulation produced an n-gon. ...
1
vote
1answer
53 views

Embree: Performance issue when ray casting User Defined Geometry

I am working on the integration of Intel's Embree library into our home renderer to accelerate its rendering time. Our renderer supports various geometry types, such as quads, triangles, but also ...
0
votes
0answers
27 views

How to add spectral texture to an object? (Mitsuba renderer)

Summary I'm looking for a possibility to use spectral texture data in Mitsuba renderer. The texture is saved as a tiff image stack and is to be added to the surface of an arbitrary object. Software ...
0
votes
1answer
39 views

Way to estimate the amount of overlap between a rectangular prism and a frustum?

I am looking for some way to estimate the amount of overlap between a rectangular prism(not axis aligned) and a frustum. The rectangular prism is probably always going to be larger than the frustum ...
0
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0answers
19 views

Camera calibration focal lengths and pixel sensitive area relation

In camera calibration (i.e. camera calibration with OpenCV) does result for focal lengths fx and fy depend on the photo-sensitive area inside the pixel ? For example, a camera sensor (CCD/CMOS) with a ...
1
vote
1answer
73 views

Ray tracing geometries with same position, translation and scale

this is my first post on the Computer Graphics Stackexchange forum. Apologies in advance if I am doing something wrong. I have the problem that I have a scene with overlapping geometries. To be more ...
0
votes
1answer
60 views

how to put a pixel somewhere in a window(directx)

I'm interested in direct3d game programming and I'm just a beginner. I'm familiar with the Win32 API and i was wondering... how to put a certain pixel somewhere in the window is there like a function ...
1
vote
0answers
53 views

What are the limitations and benefits of anti-aliasing and subpixel rendering respectively?

Just like the question, I am wondering are there any limitations and benefits for these two techniques?
0
votes
2answers
104 views

Why do Nvidia and AMD have to update their drivers for game releases?

I like to know the technical aspects of it. Game developers use APIs like OpenGL or DirectX. The functions provided by these APIs, I would assume, work flawlessly with all graphic cards because they ...
0
votes
0answers
109 views

Ray casting and rasterization 101

Recently I've became an intern in company-name and my internship task is(for now) create rasterization using rays. I'm mostly interested in pure math, so basic ...
0
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0answers
19 views

DO states carry forward between Draw calls?

If I am setting Fast Clear related state for Draw Call 1 then does it carry forward to the following draw calls as well? Follow up question- how about between different batch buffers? "Working in ...
0
votes
0answers
53 views

Fractal dimension of landscape generated with Fournier's midpoint algorithm (recursive subdivision) is 2.0 no matter what. Why?

I am using Fournier's midpoint algorithm (recursive subdivision) to construct a landscape of 1025 x 1025 gridpoints, then I am using an advanced version of box counting to find fractal dimension, D. ...
0
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0answers
13 views

How to distribute compute shader invocations for drawing of many multi segment curves?

I'm trying to figure out how I should distribute the invocations of a glsl compute shader for drawing multiple curves composed of multiple interpolated segments. In this figure I show how I've ...

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