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how to compare two slightly different images rendered by two programs

I rendered similar images using a Vulkan and an OpenGL ES program. Supposedly the two programs should generate the same result, so I want to test it by comparing the two images. However, the camera ...
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0 answers
6 views

showing rendered image from mobaxterm with a server edition hardware

I am currently testing my Vulkan code on mobaxterm. It couldn't show any images, which I was told that we have a server edition of some hardware, and mobaxterm has its own presentation mechanic. I ...
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  • 33
1 vote
1 answer
10 views

It's possible to make a projection matrix to not project in the center?

I have the following projection matrix: and I need to make a hole in the center of my matrix, something like that: (I don't want to project a custom W and H) Is that possible ? Thanks.
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1 answer
32 views

x86 to ARM, adapting my Vulkan program

I developed my program on x64 platform, but now wish to adapt it to ARM architecture. Does anyone has some good resources or advice about the different between the two? Are there major changes to the ...
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  • 33
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1 answer
51 views

Adding cos(θ) from rendering equation ruins the renderings

I'm following Ray Tracing The Rest of Your Life to implement a ray tracer, but the explains on math (mainly pdf part) got me confused so I followed Rendering Equation to understand the math behind. As ...
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0 answers
16 views

GLSL texture() vs textureLOD causing odd texture filtering

I've got a fragment shader sampling an environment texture for world reflections, and in testing, there seems to be a major difference in the result for texture() ...
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2 answers
18 views

Model matrix for batch renderer as uniform or vertex attribute?

Where should the model matrix be uploaded to the GPU in a batch renderer? All the tutorials I've ever seen use a uniform for this, but that's not with batch rendering. Since the uniform is only ...
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  • 101
0 votes
1 answer
26 views

store GL_TEXTURE_CUBE_MAP_ARRAY data to CPU

I have a GL_TEXTURE_CUBE_MAP_ARRAY texture of 8 cube maps (countLayers). Now I am trying to transfer the pixels to CPU. Currently I am using this code: ...
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  • 519
1 vote
1 answer
64 views

Why is there a straight line between my bezier paths?

I have created a bezier curve tool and each time I draw a bezier curve segment I get a straight line between each mouse click. I don't understand why this is happening and was wondering if someone ...
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2 votes
1 answer
53 views

Is orthonormal tangent space an industry standard for use of tangent space normal maps?

I'm investigating software that uses the unnormalized, interpolated vertex normal for creating its tangent space, creating a scaled tangent space that depends on concavity/convexity of the mesh. It ...
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0 answers
20 views

The Definitive Computer Graphics Book guide? [migrated]

There are quite a lot of online resources and videos available to learn OpenGL / DirectX or computer graphics in general. However, I often struggle to get my mind around a topic when sources are given ...
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1 vote
1 answer
53 views

Defining the proper sdf for this structure

I am making a procedural sdf (just a bunch of cubes) based of an image. The idea is very simple. We have a stencil image: Each texel in the image corresponds to a 3D cube. So to ray trace what I am ...
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1 answer
54 views

3D head mesh morphing from one mesh into another using coding

I have 2 3D head images and want to morph one into the other (animation) without using blender etc. I want to do it using coding preferably using C++, C# or python(libraries are ok). I have done 2D ...
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0 votes
1 answer
30 views

How to detect when left mouse button is released in GLUT after being held in motion?

I am trying to detect when my left mouse button is released to store the result in a boolean variable in OpenGL GLUT. Currently, I am using the motion() function in ...
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  • 2,415
0 votes
1 answer
32 views

Lines not disappearing after being drawn in OpenGL

I am creating a Bezier curve tool in OpenGL and every time my program draws something in motion with cursor coordinates I see the previously drawn lines on the screen for a second or two before they ...
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0 votes
0 answers
13 views

Bind shader storage buffer object for vertex input

I'm trying to learn about compute shaders, and as such decided to give it a go at implementing the particle system described in these slides: https://www.khronos.org/assets/uploads/developers/library/...
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1 answer
21 views

Create a transparent PNG

ALL, Task: Modify existing OSX cursor Solution: Cursors in OSX are stored in PDF format. So, I used an online converter PDF -> PNG. Next I modified resulting PNG in Windows Paint and saved it as ...
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  • 101
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0 answers
23 views

Error in equation 2.1. in Ray Tracing Volume Densities

I am reading through Kajiya - Ray Tracing Volume Densities paper. And I've already got stuck into section 2. I wonder if there's a mistake in that equation. I'll quote the relevant bit The quantity ...
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0 answers
13 views

Best rendering method for voxel data?

Is there a rendering method that lets you do complex stuff (reflections, soft shadows, global illumination, etc), that stands out from the rest when it comes to voxels? From what I've heard, the most ...
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  • 23
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0 answers
29 views

geometry is invisible when culling front faces

I am trying to implement shadow mapping. Therefore I am trying to render the back faces of the geometry to reduce the shadow acne. When culling back faces everything works (the geometry will be ...
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  • 519
3 votes
0 answers
43 views

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 ...
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0 votes
2 answers
46 views

How to get coordinates of opposite direction from mouse release point relative to a point?

I am trying to implement the pen tool from Adobe Illustrator in OpenGL. I am trying to get the coordinates of the reverse tangent upon mouse release. I tried negating the coordinates I got upon mouse ...
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  • 2,415
0 votes
1 answer
54 views

How to get coordinates of mouse after left mouse button is released after drag in OpenGL?

I want to get the coordinates of my mouse after the left mouse button is released after being dragged in OpenGL? I am new to this and wanted to know how I can implement it.
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0 votes
0 answers
19 views

Can you estimate the shadow in a plane of an SDF?

I have an SDF and a plane. I want to generate either a square or a circle on the plane such that the orthogonal projection of the sdf on the plane (i.e. its orthogonal shadow) is guaranteed to be ...
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  • 1,447
0 votes
0 answers
23 views

Explanation for the brute force ray marching method

Hellos, I am new to raymarching and 3D and I use python for my coding. I am trying to make a engine for raymarching and was finding the signed distance function for a mesh. How can I get a signed ...
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1 vote
0 answers
29 views

Variance Shadow Mapping (Shadow occurs when normal vector is close to light direction)

I am implementing Variance Shadow Mapping from Nvidia GPU Gems 3 Chapter 8: Summed-Area Variance Shadow Maps There they are talking about clamping the minimum variance to a very small value. I did ...
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  • 519
0 votes
0 answers
12 views

GetCopyableFootprints not working as expected

Hi I am trying to read back from a texture and i use "GetCopyableFootprints" for retrieving the buffer size needed to hold the read back data. TextureDesc: but the size for buffer I get ...
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  • 131
0 votes
1 answer
29 views

Is it possible to convert Polar to Cartesian coordinates and map result to an image using opengl?

Is it possible to convert Polar to Cartesian coordinates and map result to an image? I want to get the output same as the distort depolar 0 from image magick. https:...
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  • 101
2 votes
1 answer
81 views

How Anisotropic filtering works

I would like to understand how anisotripic filtering works in gpu. Specifically what is the minimum state in which the texture needs to be in for anisotropic filtering to work. by state of the texture ...
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  • 131
0 votes
0 answers
67 views

What technology powers a dynamic graphics app like Bitmoji?

Sorry if off topic. What graphics library or framework would be used to build an app like Bitmoji? If you're unfamiliar: it allows people to customize their appearance (eyes, hair, nose, etc.). And ...
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0 votes
0 answers
37 views

Noise darker in one quadrant

I have tried mapping a simple 3D Perlin noise to the surface of a sphere and the sphere always appears darker in the first quadrant. Can anyone help me figure out why this code be? I have tried a ...
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0 answers
28 views

Perlin noise/ Noise

Let's say I want to make a gradient for a perlin noise. I always notice codes such as below : ...
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2 votes
1 answer
60 views

What fields should a camera class have?

For a good and scalable project structure, what fields would you add to a camera class, apart from its position and orientation? Should I add the near and far planes? Or should that be global, what ...
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1 vote
0 answers
28 views

How to extract surface of smoothed particle hydrodynamics smoothly?

I'm working on a fluid simulation project where two spheres are simulated using smoothed particle hydrodynamics (SPH). I have generated two sets of particles inside and on the surface of a sphere. You ...
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  • 11
2 votes
0 answers
82 views

Classifying cubic bezier curves according to Loop & Blinn 2005 [migrated]

I am trying flatten a bezier path (remove all intersections and replace with end points) as part of the implementation of the rendering algorithm described here and found the algorithm described by ...
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  • 156
2 votes
3 answers
63 views

loading images not through sampler

I am loading an image to shaders in Vulkan, but do not wish to use it as a texture. I wish to access the texels exactly as they are to decode the information I compressed in it. How should I do it? ...
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  • 33
2 votes
2 answers
50 views

what is the output from rasterizer

what exactly does the rasterizer outputs as per my knowlage it outputs primitives rasterized as fragments which seems correct as the next step in vulkan/opengl is fragment shader but dx confuses me ...
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  • 131
1 vote
1 answer
49 views

What is the difference between particles system and smoothed particles hydrodynamic?

What is the difference between particles system and smoothed particles hydrodynamic(SPH) ? is SPH a more specific version of particles system ? More searches on google I do more confusing I get since ...
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0 votes
0 answers
7 views

Cg - fixed data type

I noticed that Cg has data type fixed, which is: a 12bit fixed point number Does any hardware even support that? AFAIK most GPUs don't even support 16bit floats ...
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  • 556
3 votes
1 answer
51 views

What does 'free-path' mean?

I've seen some phrases like 'free-path', 'free-path distributions', 'mean free path' in some computer graphics resources, but none of them explains what does these phrases mean, does anyone have an ...
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0 votes
0 answers
20 views

Calculating texture UVs on world origin shift

I am using procedural tiling terrains for very large worlds, and to avoid floating point errors I'm periodically shifting all parent objects back closer to zero. The Unity terrains textures are ...
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1 vote
1 answer
40 views

importance sampling rectangular light

I have been struggling very much to wrap my head around this part of Peter Shirley's book. There is no explanation what the angle Alpha represents and to make things worse in the code the cos(Alpha) ...
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1 vote
0 answers
15 views

GLFW: create embeddable opengl child window and set parent on Mac?

Is this possible with GLFW? AFAIK you can't use GLFW to create a child window per se, so the question probably boils down on how to turn a GLFW created, opengl enabled window into a child window and ...
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0 votes
1 answer
42 views

Where exactly is the image plane / plane of projection

Perspective projection matrices we use map 3D coords onto some imaginary image plane in front of the cameras pinhole position by casting a ray directly from the eye position to that 3d coordinate and ...
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  • 125
1 vote
0 answers
20 views

GLSL, Fragment Shader: How to separate functions (like noise, transform...) to reuse in different projects

I'm a total newbie to coding and recently got interested into generative art. This is my problem: I have to copy all of the functions I need (and there are a lot) in every single fragment file I'm ...
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1 vote
1 answer
36 views

mipmap selection process

I wished to understand which mip map in the chain of mips is selected upon sampling a texture.Which factors it depends on.I know that it depends on the area of the texture visible. I tried a simple ...
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  • 131
3 votes
1 answer
106 views

Smooth triangular mesh interpolation

I am looking for an algorithm which would smoothly interpolate triangles of a mesh (computed by Delaunay triangulation) where each vertex has some value (elevation in my case). I need it for PDAL ...
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2 votes
1 answer
683 views

On modern GPUs, what hardware do vertex/pixel shaders have access to that compute shaders don't?

Suppose that someone implemented rendering for a video game using entirely GPGPU apis, like compute shaders or CUDA. Would it be possible to achieve the same performance as standard graphics pipelines ...
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1 vote
1 answer
71 views

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 ...
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2 votes
1 answer
38 views

How is the distribution of normals constructed from the distribution of slopes in 'Understanding the masking-shadowing function' paper?

Recently I'm reading Eric Heitz's paper 'Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs', in section 5, 5.2, the paper defines the distribution of slopes and then says the ...
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