Questions tagged [algorithm]
Questions about the rigorous usage of instructions used to solve a specific computer graphics problem.
182
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Relative coordinates -- cumulative sum
I have a vertex shader happily producing all the vertices I want for a 2D plot. Now I want to also render a plot of the same data, but each point relative to the previous one, like SVG Paths using <...
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Are systems like double pendulum used for generating terrain?
Looking at the output of the angle of this double pendulum made me think this was a good candidate for generating realistic looking terrain profiles. I can't be the first to notice this so I was ...
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Measure the printing quality of an image
I have experienced a problem with managed presses when the printing quality of a particular image would vary -- a lot -- from printer-run to printer-run. I have tried to visit the presses and ...
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Can you explain to me the Bresenham's line algorithm in simple terms?
I've been trying to wrap my head around this algorithm, and I need it for my drawing function. But I can't seem to understand it.
The Wikipedia page gives this piece of code right at the end:
...
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How to find the nearest palette color when dithering in RGB
I maintain an image dithering library and command line tool. When I was initially developing the library, I was trying to figure out how to match dithered RGB values (containing quantization error or ...
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Algorithms for rendering overlapping (floating) windows in 2D
I'm trying to figure out a solution to a problem that looked simple at first: how to render overlapping windows in a 2D windowing system. Originally I was thinking about implementing a text-based UI ...
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Temporal reprojection of specular reflection - finding previous frame color
In specular reflection result depends on view vector from camera to point. Because of that, when doing temporal reprojection and reprojecting position of current fragment while camera is translating, ...
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81
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Plot inverse of emulated double-precision floats
I need to accurately plot a line chart using WebGL. The numbers have a precision of around 33 bits - that's too many to fit into a single-precision float's mantissa. WebGL does not support the double-...
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How does the additively weighted Voronoi algorithm differs from the unweighted Voronoi algorithm?
I am trying to read Fortune's description of his additively weighted Voronoi algorithm but I am experiencing some difficulty in understanding it.
I imagine the algorithm as being like that for regular ...
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How to calculate volume of any given 3D mesh
Given 3D mesh with a closed surface. (solid object without hole).
I'm looking for an algorithm to calculate its volume.
There are several ideas, Such as
Voxelized and count voxels
Point cloud and ...
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Turning colorized comic-art into uncolorized monochrome (line-art-inks-only B&W), not just very-light-grayscale
I'm trying to figure out how to go about removing the "colorization" of comic/cartoon/manga/etc drawn-art inputs where the black-ink strokes ("the line-art") are to be retained ...
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Algorithm to convert direct vertex data to indexed vertex data?
I'm using a graphics renderer that requires my model to have indexed vertex and UV data in order to use its tessellation and surface subdivision features.
However, the tool I am using to export my ...
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Algorithm for transforming PNG anti-aliasing to smooth paths
I read the pixels of PNG files via libpng and creates an array of alpha channels (showing visible pixels for a monochromatic image).
int pixels[height][width];
<...
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Extrusion Algorithm For Bezier Curves
I just posted this to SO but the question got closed, so I hope it's OK if I try it again here. They say "we don’t allow questions seeking recommendations for books, tools, software libraries&...
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What does an algorithm which handles mesh-based image morphing look like?
In recent years, the technology of Live2D has become particularly popular and I have been attempting to find any papers or articles which explain what the mathematics for the mesh-based image morphing ...
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Having trouble implementing distance transform with jump flood
I'm attempting to use the jump flood algorithm to compute distance transforms of an arbitrary texture derived from a canvas2d context, roughly following the explanations detailed here/here.
In the ...
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How is the beam transmittance calculated in PBRT V3?
In pbrt v3, the book gives this description of beam transmittance, but I don't know how to solve the differential equation like it says to get Tr , can someone please tell me how to solve the ...
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Efficient method of mapping any RGB tuple onto a list of RGB indices, is using some kind of partition plane viable?
Suppose we want to convert an RGB image into a paletted image. As an example, we may have a 1024x1024 image, and we want to map it onto 512 unique colors. All the colors are RGB. This is a problem of ...
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How is raytracing performed in anisotropic media?
I wish to determine the path taken by a light ray between two points, $a$ and $b$, through an anisotropic medium. More specifically, this medium has an index of refraction which varies as an ...
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wall clock using bresenhams circle drawing algo
I am new to CG and I need to draw a wall clock using bresenhams circle algo . I have drawn a circle using this algo but how do I add minute and hour needle in it basically how do i add lines inside a ...
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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. ...
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How can I get a signed distance (SDF) from a mesh?
I am trying to use constructive solid geometry (CSG) and boolean operators to combine various shapes and get the outer (possibly concave) hull. This seems to work okay when using primitive shapes like ...
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getting the outline of an arbitrary set of shape unions
I hope this is the right forum to ask this question.
I want to experiment with procedurally generating some buildings, and as a first step I want to generate a 2D shape to use as a foundation for the ...
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results of Curved PN-Triangles algorithm has visible edges
I implemented the curved PN triangles algorithm described in this paper to smooth geometry in real time. After the implementation was finished (in glsl) I realized, that this algorithm smooth the ...
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Is this way of transforming QMC samples into barycentric tri coordinates agnostic to mesh-topology?
While I'll try my best to give all relevant info in all possible brevity below, please refer to the spoiler and link at the bottom of the post for the (more lengthy) original description if needed.
...
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Divide mesh according to level of detail
Background
I need to remesh by OpenVDB, like what Blender remesh does:
Voxel
Uses an OpenVDB to generate a new manifold mesh from the current geometry while trying to preserve the mesh’s original ...
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Existing method to automatically fill in this sort of concavity in meshes?
I am working with a PWP3D-like algorithm that renders silhouettes of a mesh in order to segment a frame of video and update an object's pose. Because it is only the silhouettes of the mesh that matter,...
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Under what conditions does a mesh operation cause the mesh become non-manifold and how to avoid it?
I'm implementing some mesh operations (e.g. edge collapse, edge split, edge flip etc) and need to ensure applying such operations does not cause the mesh to become non-manifold. However, I'm not sure ...
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Differential or intersection of islands of 2D polygons in different layers
I have a 2D layer/section containing the 2D polygons colored in shades of green.
I have another layer containing the 2D polygons colored in shades of blue.
I intend to figure out how different are ...
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1
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Rotate a Bitmap with Shearing
I am rotating a bitmap using the three shear algorithm documented in these articles [1][2].
From about 0-90°, the quality is acceptable, but beyond that it gets progressively more distorted until it's ...
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Rotating a Bitmap
I would like to rotate an bitmap image using math. I have two issues with my current implementation: the pixel-by-pixel rotation of the copied bitmap is extremely slow and it is leaving gaps between ...
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Subdivision scheme where the faces and edges have weights (not necessarily scalar weights)
Subdivision schemes work by considering the vertices and their connectivity information to calculate averaging weights.
However, other than specifying which vertices are connected, and perhaps which ...
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Is There an algorithm to remove intersections between two tetrahedrons?
I have a mesh made up of several tetrahedrons, I know for sure that there are intersections between some of them: how can I remove these intersections, without generating others?
In other terms: if ...
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Rounding a 3D corner with Subdivisions
Following the instructions from this post on Stack Overflow, I have been able to find points A, B, and C from points V1, V2, and V3 and a radius value (code below). I would like to be able to find a ...
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How do I efficiently calculate the distance to the edge of a shape?
I'm trying to implement something like an "inner glow".
That is, I have an image which defines the shape of an object, and then
I want to create overlay that is a gradient that goes from the ...
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How can I pull up the whole area of the square? [closed]
What algorithm can i use to pull entere area?
i have this image:
are there many algorithms, which algorithm can you recommended me to implement?
Edit 1:
my square was builded with lines (bresenham), ...
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How can i stretch a line?
How can I remodel a line, i want to draw first a line then i want to remodel the line such as in paint software, which algorithm should I use? Are there several algorithms to achieve this? i am using ...
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How can i use bresemhan to any cases?
i have this bresenham's code, but actually this work only to some cases, how can i complete to any cases?
...
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What method is used for baking grayscale curvature maps
I'm looking for a way to generate curvature maps like this:
The map stores the Convexity and Concavity of each pixel as a value from 0 to 1, where .5 is no curvature and 1 and 0 are the extremes.
I ...
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How does on the fly LOD work?
In the Unreal Engine 5 tech demo, they mention, that there is no need to manually generate LOD levels for each model, because the on the fly LOD system will generate polygons from the original mesh, ...
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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 ...
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1
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Bresenham circle drawing algorithm, compute the distance?
In the Bresenham circle drawing algorithm, we have to choose between the top and bottom pixel, but what we always do is using the circle's equation ($f(x, y) = x^2 + y^2 = r^2$) to determine which of ...
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What algorithms are needed to map displacement to base mesh?
By given belows,
Base mesh(vertices, faces, texture coordinates - UV map),
Normal map(1024x1024 image),
Displacement map(1024x1024 image),
I want to make a mesh which reflects the displacement map. ...
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1
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196
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Perlin Noise implementation looks blocky in WebGL2
I'm trying to implement Perlin Noise. Earlier I implemented it using HTML Canvas and then converted it to WebGL2 since I wanted a faster implementation. But the WebGL2 code has obvious edge artifacts ...
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How to handle Half edge boundary edge iteration from vertex?
Ok so let's say we have a portion of a mesh that looks somewhat like this:
A triangle fan with one of the triangles removed. If that triangles was not removed, we could get all the edges adjacent to ...
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How do people come up with subdivision schemes?
Be it chaikin subdivision, loop subdivision, catmull-clark subdivision...
How do people come up with the coefficients for an arbitrary subdivision scheme?
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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 ...
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What other geometry processing data structures are there?
I essentially know of 2 geometry processing data structures. one is the half edge (which has some really nice properties, but can't represent non manifold meshes nor tet meshes).
The other is an ...
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BSP tree rendering
As a little project, I'd like to implement a BSP merging algorithm for Boolean operations on solids. But to even tell whether it works, I need some way to render the BSP tree. In other words, I have a ...
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Deep Learning for 3D Point Clouds, volume detection and meshing
I'm working (as a Post-doc) on an archaeological excavation point cloud dataset with over 2.5 Billion points. This points come from a trench, a cuboid 10 x 10 x 3 m. Each point cloud is a layer, the ...