Questions tagged [c++]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
0
votes
0answers
8 views

Want to add strafe function

I’m trying add strafe function in my program, i tried everything i can but still i was unable to get desire output! Can anyone please tell me how can i add strafe function in my program?.. is there ...
0
votes
0answers
27 views

Loop subdivision, certain areas converging towards degenerate geometry

I coded loop subdivision and ran it on a cube with triangle faces. I noticed this: I am using doubles to represent my vertex positions, I am not 100% sure these are caused by floating point ...
1
vote
1answer
45 views

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 ...
0
votes
0answers
22 views

void* D3D11_MAPPED_SUBRESOURCE::pData to OLE_COLOR* possible?

I have found the following from this link enter link description here pData Type: void* Pointer to the data. When ID3D11DeviceContext::Map provides the pointer, the runtime ensures that ...
1
vote
0answers
41 views

Implementing the derivation of the Smith Shadowing function for arbitrary distributions

I'm trying to implement the derivation of the masking function G_1 by Smith. The appendix of Walter et al 1, Hammons presentation 2 and this research paper 3 talk in detail about it and I feel as I do ...
0
votes
0answers
15 views

Explanation request for a GDI code block

I have a small old code snippet where I am not sure what is actually someone wanted to do. As I am not doing and trial and error guessing dvelopment. I have to be certain about the purpose could do ...
0
votes
0answers
38 views

Non linear transformation of vector graphic

I want to do a non-linear transformation of a svg in python. My specific problem is to transform a rectangular svg image into a frustum like image, for which i have a mathematical equation of the form ...
0
votes
0answers
27 views

After making any 3D model using Opengl how to export it's data in .dae file?

I'm trying to make simple 3d modeling program in c++ with Opengl. So I don't know how to transfer/convert/export or save data of 3D model in .dae file. NOTE:- 3d model is made using Opengl ...
0
votes
2answers
121 views

Why is my raycaster so slow?

I'm trying to write a raycaster similar to Voxlap, but it's many times slower. I've tried octrees, but the performance gains are marginal- only 10 to 20 percent. I use the algorithm from this site: ...
0
votes
1answer
128 views

qt - view geomview (.off ) file

I want to open a .off file and view the content 3d model using libQGLViewer, qt-creator. I don't know how to display the 3d model after opening its .off file. ...
1
vote
1answer
61 views

Program to make “Pieslice” without using library function?

As we know in C/C++ there is "graphics.h" header file with the help of which we can do graphics programs in C. There is a function pieslice in that header file,its syntax is: ...
1
vote
0answers
22 views

Projecting a point on a Freefrom surface

My first issue is getting a set of planes and a set of points as input, an find the projection of the those points on the nearest plane. That was pretty easy, where i just calculate the normal of the ...
2
votes
1answer
59 views

Calculate Normals of Boolean Operation for Ray Tracer

I'm working on a small ray tracing project in my free time and I'm currently implementing boolean operations for spheres. My code is setup to calculate the intersection points of each of the spheres ...
2
votes
1answer
73 views

Represent shape as particles

Input: Triangles which make up an arbitrary shape. Each triangle is represented by 3 3D points. Output: A set of particles which fills up the inside of the object (see image). I have read the ...
1
vote
1answer
732 views

Point respect to plane

How do I classify a point with respect to a plane, returning whether the point is inside, outside, or coplanar? I know that if a point is on the plane the Dot product + the plane distance would equal ...
1
vote
0answers
24 views

Mitsuba builds targets with scons but throws “undefined symbol” error when trying to render scene

I am trying to implement a custom add-on for Mitsuba, but when I use the Heightfield I have defined in another function call(WaveBrdfAccel) in main.cpp it compiles without any problems but when I try ...
0
votes
0answers
18 views

how apply edge collapsing within selected surface

I'm using CGAL edge collapsing to remove edges on mesh and it's working successfully . But I want to run the edge collapsing process within selected surface on mesh viewer . I preview the Geomview (....
2
votes
1answer
358 views

What do the OpenGL version strings from glxinfo actually mean?

Note: I wasn't 100% certain if this question belonged here or in Ask Ubuntu. I figured since it was about OpenGL programming I'd put it here, but if I should move it to Ask Ubuntu, please let me know. ...
2
votes
1answer
67 views

Confusion about data types in Jensen's subsurface scattering paper

I am currently trying to implement Jensen's paper on subsurface scattering, but I am getting confused when I am trying to implement it in my pathtracer. I have questions about the data types of ...
2
votes
0answers
173 views

HalfEdge data structure in openmesh, create_face function explanation

Does anyone have experience with open-mesh or computational geometry and can kindly explain what exactly happens in the function below? ...
1
vote
1answer
164 views

smallpt: ray scattering and Importance Sampling

Introduction For those familiar with smallpt by Kevin Beason: In path tracing, when rays hit a surface, they are scattered and the theta angle (the angle between the normal to the surface and the ...
1
vote
1answer
102 views

smallpt: when to stop diffuse ray scattering

For those familiar with smallpt, the ray tracer in 99 lines: I am checking the code, and there is something that is not clear to me in the DIFFUSE ray scattering. After the rays are shot, they keep ...
1
vote
0answers
33 views

Help with efficient quadtree vertices indexing to avoid redundancy

I am creating a quad tree from ground zero, because I am going to collapse it from bottom up I am refining it with a certain LoD level. I am using glm for mathematics and opengl for rendering. ...
5
votes
0answers
223 views

How to account for self intersection with large ray tracing scenes?

I'm working on a hybrid real time ray tracing project and trying to tackle the problem of self-intersection with larger scenes due to loss of float accuracy. The logic I'm trying to use is based on ...
1
vote
1answer
143 views

OpenGL Unable to retrieve the values of data sent to shader using textures

I've been following these tutorials and i can't figure out how to send data to shaders using textures. https://en.wikibooks.org/wiki/OpenGL_Programming/Scientific_OpenGL_Tutorial_02 In this tutorial ...
1
vote
1answer
211 views

Monte Carlo Importance Sampling

I am following the "Ray Tracing - the Rest of your Life" book by Peter Shirley and I am facing some troubles in the implementation of Monte Carlo importance sampling, and Direct light sampling. Monte ...
-1
votes
1answer
247 views

This function syntax is confusing me

gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) I have never seen this syntax before. Presumably glfGetProcAddres is a function, but it has the brackets behind it. Is this only possible in open gl ...
0
votes
1answer
101 views

Ray tracing the next week: understanding Instances

My question is not about the code, but it's about the approach used by the author Peter Shirley (and apparently common practice in ray tracers) of handling Instances. To understand the question it's ...
1
vote
1answer
142 views

How can I control memory for command allocators and command queues in D3D12?

The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without ...
1
vote
1answer
383 views

Do I need separate Graphics and Transfer commands?

I was following this tutorial on Vulkan https://vulkan-tutorial.com/Vertex_buffers/Staging_buffer and I decided to do this bit: The buffer copy command requires a queue family that supports ...
1
vote
1answer
1k views

How do I create a Win32 window with a Vulkan context?

I am aware of libraries that already do this (like GLFW), but I would actually prefer do all of the window and context creation by myself.
8
votes
2answers
767 views

What is a good approach for handling uniforms in modern OpenGL?

I'm creating a renderer using modern OpenGL (3.1 and up) and now I'm trying to create an efficient but flexible way of handling uniforms. I've been reading up on uniform buffer objects and on what a '...
4
votes
0answers
421 views

ray-triangle intersection precision - c++

I'm building a software renderer but I think there might be some problem with my ray-triangle intersection accuracy. I implemented the algorithm referring to ...
2
votes
2answers
786 views

I'm trying to get a 2D screen position so I unproject a point from 3D into 2D screen coordinates by that following function:

I'm trying to get a 2D screen position so I unproject a point from 3D into 2D screen coordinates by that following function: ...
-1
votes
2answers
144 views

Relatively new to OpenGL, need guidance/tips on an assignment with interactive user input

I'm currently taking a Computer Graphics class at university, and have been given an assignment which involves loading an obj file and manipulating it with keyboard and mouse controls (eg. arrow keys ...
0
votes
0answers
47 views

How to ensure that the raytrcing coordinate system is teh same as the projection one?

I have 2 shading models right now, one is using voxels the other one is the standard projection absed renderization method. Putting them side by side I have noticed that no matter what I do one is ...
2
votes
1answer
100 views

Why does DirectX use COM pointers and interfaces?

I have a rudimentary understanding of COM and I know that its main purpose is to enable interoperability between programs written in different languages. However I dont understand why that is useful ...
1
vote
1answer
62 views

Can you avoid querying for a texture location in OpenGL?

The way I learnt to send a texture to a shader is more or less ...
0
votes
1answer
162 views

Distorted OpenGL graphics in certain models of Intel GPUs under Windows; possible causes?

I'm not sure this is the best place to post this, but it definitely seemed more appropriate than programming. I'm one of the developers of Performous, essentially a karaoke (and instruments) game. We ...
2
votes
1answer
601 views

Weird artifacts in my ray tracer

I am getting weird artifacts in my simple ray tracer that I made using the book Ray Tracing in One Weekend by Peter Shirley. Example: (circular pattern on the ground and black tint on the spheres.) ...
1
vote
0answers
41 views

Handling varying texture sizes in an array texture

Say we've idetified that we have a varying number of textures that are upper capped by 2 parametrs. thus we allocate the maximum amount of memory needed to store all textures as follows: ...
5
votes
1answer
646 views

Inverse value in a Perspective Matrix

I am a new leaner of computer graphics. I'm trying to understand a code I found online and I got stuck in the following formula: ...
0
votes
1answer
506 views

Opengl black screen for a simple translation

i am a beginner to opengl following an online guide, I am trying to make a simple translation to my triangle. The triangle did render correctly when i made a float uniform to translate it, but when i ...
1
vote
1answer
185 views

My (ADS) shader doesn't render the light direction correctly

This is what I'm doing: vertex shader: ...
3
votes
1answer
175 views

First quad being re-used?

I had posted about this issue in a previous question, however, I thought instancing was causing it, whereas even using normal uniforms or a SSBO (which's what I'm using right now) causes it, which ...
1
vote
1answer
305 views

Issues with Multi-threaded Raytracing

I'm having some issues with my multi-threaded ray tracing implementation. It seems to only render about half of the image. Here is the picture: Here is the code: ...
4
votes
1answer
118 views

NormalMap problems: bumps work, but shade does not

I've been trying to figure this out for a few days now, but I just can't get it right. I've read multiple tutorials and possible explanations, I even watched a java tutorial without finding the ...
3
votes
1answer
324 views

Creating a gently moving 2D fog effect

I am trying to create a fog-like effect, similar to that found using perlin noise. I know where I can find information about that effect, but it's harder for me to tell if it's an efficient route for ...
1
vote
1answer
455 views

How to use Shaders with vertex & index buffers?

I'm trying to render a randomly generated terrain with vertex buffers and OpenGL. I want to use a shader to color the terrain, but it seemms like my shader isn't used. I have used shaders before when ...
1
vote
0answers
91 views

Adding Ozone to my sky simulation

I implemented a simulation for the colour of the sky a while ago by following the scratch a pixel tutorial: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/simulating-sky I ...