Questions tagged [interpolation]
The interpolation tag has no usage guidance.
66
questions
0
votes
0
answers
32
views
interpolated normal vectors after tessellation. How to hash patch corner / edge vertices?
I have a 3D geometry (an asteroid) that is to be tessellated with respect to the camera position. Each vertex in the original mesh has a unique position and is stored once (VBO with IBO)
In the ...
0
votes
0
answers
60
views
What is this method of interpolation / blending?
I am reverse-engineering two classes from a game. The two classes are responsible for generating sets of t values for interpolating / blending between two points through the formula:
...
1
vote
1
answer
235
views
Undo barycentric interpolation
How do I undo the interpolation of vertex attributes? I'm using unity shader graph which doesn't support nointerpolation. I assume I need to store 3 float3 with one component of each float3 being 1 ...
1
vote
0
answers
83
views
Calculating ray intersection with two spheres (with smooth_blending between the two spheres to make them appear as one continuous geometry)
I have the following function to define the distance to the interesection between a ray and the surface of a sphere:
...
2
votes
0
answers
46
views
Float point placement with anti aliasing
I have an image of size H,W, and I would like to draw a point on this image at x,...
3
votes
1
answer
380
views
Correct way to interpolate 1/z?
I have doubts on 1/z depth buffer interpolation. According to this website, the correct 1/z interpolation formula is
$\dfrac{1}{P.z} = \dfrac{1}{V0.z} * \lambda_0 + \dfrac{1}{V1.z} * \lambda_1 + \...
0
votes
0
answers
69
views
How to make sure that triangles share edges (also not overlap each other) when rendering a quadrilateral?
Here is my simple scanline-based triangle rasterizer using pure integer arithmetic. I adapted the code from this Stack Overflow answer The below code attempts to render a coloured quadrilateral by ...
1
vote
0
answers
67
views
Imprecise TEXCOORD interpolation of a screen quad in DirectX
I was debugging with RenderDoc an issue on an app based on Directx11 and 12 that draw screen space quads to perform various baking steps. These baking steps just render a quad in clip space without ...
3
votes
1
answer
581
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 ...
1
vote
1
answer
73
views
What causes blobby edges with alpha testing?
I'm trying to understand what causes the blobby edges when using alpha testing to create transparency with 1-bit alpha channels. The edges appear pixelated, but with rounded corners and diagonal lines....
1
vote
1
answer
141
views
Interpolating poisson disk samples in real time
If I have a regular sampling pattern there typically exist many reasonably fast ways to interpolate the results of the sampling procedure in between the sample locations. For example bilinear or ...
0
votes
0
answers
108
views
How to interpolate between two MVP setups?
I am currently writing an AR experience.
I have a Camera View Matrix, A Camera Perspective matrix and the Model Matrix of the content I display.
The AR content should can be switched to "2D",...
2
votes
1
answer
219
views
Deriving formula for perspective correct interpolation
I am trying to derive the formula for perspective correct texture interpolation on my own while implementing my own software rasterizer (projecting an arbitrarily rotated triangle in camera space on ...
0
votes
0
answers
136
views
Methods to interpolate between 2 topologically identical 3D meshes
I have 2 3D surface meshes. These meshes have vertex-correspondence and have the same topology (same edges and triangles connecting the vertices). However, the vertex positions (3d coordinates) are ...
3
votes
2
answers
490
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 ...
0
votes
1
answer
803
views
Spline interpolation library in cpp
Have been searching a lot for a good spline interpolation library in cpp, came across one, which is the famous Eigen library , having the unsupported counterpart for spline fitting.<Here>.
I ...
0
votes
2
answers
232
views
How to do linear interpolation?
Here in my book they have shown interpolation using parametric equation of line but I am unable to figure out how do they found out t=|y1-ys|/y1-y2 , t=|AD|/|AB| , t=|CE|/CB ,t=|EP|/|DE| here is the ...
3
votes
1
answer
419
views
Determining Rational Quadratic Bezier Curve Weights for Circle
I am trying to create a spherical interpolation with 3 points. I'm currently using Quadratic Bezier Interpolation but have been told I should use Rational Quadratic Bezier Curve in order to get a ...
4
votes
1
answer
300
views
How to interpolate vertices when clipping?
When we clip in homogeneous clip space, we have to generate a new vertex located at the intersection between the edge and the clip plane. We thus have to interpolate the $(x , y, z , w)$ position of ...
1
vote
0
answers
320
views
How could I remove this colour interpolation artefact across a quad?
I've been reading up on a vulkan tutorial online, here: https://vulkan-tutorial.com. This question should apply to any 3D rendering API however.
In this lesson https://vulkan-tutorial.com/...
3
votes
1
answer
197
views
Interpolate vertex attributes with $z$ AFTER homogeneous divide
Usually, if we want to interpolate some vertex attributes, say $A_1$, $A_2$ and $A_3$, we have to first divide them by their corresponding $z$ in view space, then we interpolate them using barycentric ...
4
votes
1
answer
2k
views
Perspective correct interpolation z-buffer
While I was deriving expressions for perspective-correct linear interpolation on triangles, I reached the conclusion that the interpolation may be kept linear only if view-space $Z$ is available. ...
3
votes
1
answer
867
views
Interpolation in Graphics Pipeline
I am trying to program my own version of WEBGL graphics pipeline in python, however, I am confused as to where the color interpolation takes place in the pipeline. According to my research, it happens ...
2
votes
1
answer
145
views
Interpolating HSV color with black
I'm interpolating RGB values by transforming them into HSV space and then back into RGB. I have trouble figuring out how to achieve ...
0
votes
0
answers
89
views
Is linear interpolation in a 2D texture possible (not quadratic like bilinear interpolation)?
I am currently studying for a computer graphics exam and on the slides about bilinear interpolation it is said that it is in reality quadratic interpolation.
An (on the slides) unanswered question ...
3
votes
0
answers
118
views
Irradiance field approximation with black probes
I'm posting here after some time searching the Internet and reading presentations and papers, to find out the best options to solve the problem I have.
I'm implementing irradiance field with ...
2
votes
1
answer
411
views
computing derivatives of sampled data
I am trying to calculate the derivatives of a sampled data set by following an example in this book. The data is a set of 2d quads(green area in below) and their vertices(4 each). The data is in the ...
2
votes
0
answers
61
views
Vertex positions from particle position
I have a question about Nvidia Flex or any particle based simulation in general:
The particles are created by sampling the mesh, which can result in fewer particles than there are vertices in the ...
1
vote
2
answers
407
views
How to calculate interpolation between multiple skeleton poses?
I found out that I should use spherical linear interpolation to blend two poses of a joint. I cannot find what to do if I have hundreds of poses to blend except applying the SLERP iteratively.
What ...
0
votes
0
answers
605
views
Lanczos filter implementation issue
I tried to follow Nathan Reed post Antialiasing: To Splat Or Not to implement splat method. The image I am getting thorugh the Lanczos filter is very different than Nathan. I do not understand where ...
1
vote
1
answer
1k
views
Texturing an "infinite" plane
I am rendering an infinite plane as described in the following answers:
https://stackoverflow.com/questions/12965161/rendering-infinitely-large-plane
https://stackoverflow.com/questions/7380250/how-...
0
votes
1
answer
145
views
Choosing corner values for trilinear interpolation
I'm caching distances for SDF functions in volume textures for faster rendering, and I'd like to use trilinear interpolation for smoother edges. I know that I'll need distance values at each corner; ...
2
votes
2
answers
627
views
ScratchAPixel : Understanding how to use Perlin's permutations hash table
Consider this course : https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/procedural-patterns-noise-part-1/creating-simple-2D-noise . In sub-part Introducing the Concept of ...
3
votes
0
answers
75
views
Why my cosine interpolation of a cube's face doesn't work?
NB please : executable use cases are available at the end of this question. I begin this question by showing you the problems of my program, then I explain how the latter works, and finally I end up ...
2
votes
0
answers
248
views
Using GPU instead of CPU in Scala
I wrote a program that displays points expressed in 3D in a 2D canvas, using perspective projection. The aim is to display a cube. Each face of the cube is drawn by linearly interpolating the points ...
3
votes
1
answer
627
views
How to deal with light leaks?
I'm struggling with light leaking through meshes (especially thin ones) due to interpolation between probes located on the opposite sides of those.
First approach I took was mapping all static ...
1
vote
2
answers
823
views
Geometric interpretation of this bilinear interpolation equation?
Bilinear interpolation can be achieved by interpolating two values across the x axis, and then interpolating between the results across the y axis, like in the image below (from https://blog.demofox....
2
votes
1
answer
538
views
How to obtain generalized barycentric coordinates for n-sided polygon?
Quadrilateral linear basis functions(generalized barycentric coordinates) are defined as:
What are the steps to calculate the above functions?
Is it possible to obtain basis functions for a 5 sided ...
3
votes
0
answers
277
views
Sinc interpolation and Ideal reconstruction example
I am trying to apply sinc interpolation on this data set. The patches in the left image is a snapshot of AutoCAD 3d faces. Lux values are calculated for centre of each patch that are in 0.3m x 0.3m ...
5
votes
1
answer
2k
views
The mathematics of two dimensional interpolation on a quad
I am trying to wrap my head around how exactly the GPU interpolates texture coords on a quad. I realize to the GPU a quad is two triangles but I find thinking in terms of the whole quad to be easiest.
...
1
vote
1
answer
1k
views
Bilinear Interpolation
I am trying to implement bilinear interpolation as described in the paper Spatial Tranformer Networks by Jaderberg et. al (see link to paper). They describe bilinear interpolation in Equation 5 as:
$$...
1
vote
0
answers
69
views
General interpolation practices
Say my animation scenario contains one mesh interpolating into another (possibly approximating over other meshes), using Bezier curves.
I know that for smooth surfaces, where normals can be ...
2
votes
0
answers
131
views
Interpolating normals during animation
I'm doing linear tweening of a cyllinder to a cone of equal radius and height in OpenGL. I know parametric equations of both of them, so I derived vertex normals accordingly. Now, I know, that proper ...
16
votes
1
answer
5k
views
How are mipmap levels computed in Metal?
My question is specifically in regards to Metal, since I don't know if the answer would change for another API.
What I believe I understand so far is this:
A mipmapped texture has precomputed "...
1
vote
1
answer
1k
views
Perlin Noise with Smooth function vs Lerp
I tried implementing Perlin Noise using the Wikipedia as my main resource. From what I can tell my implementation of the ...
2
votes
1
answer
231
views
What is a common approach to smooth structures in textures?
I have a screen-aligned texture resulting from multiple rendering passes. It looks about this:
I want the edges to appear smoother than they do now (but still keep their characteristic shape). When ...
2
votes
0
answers
38
views
Make 3d objects from 3 projections in 3D Studio Max
In the early 3D Studio days before it got Max in its name it was possible to make a 3d object by defining its projections in xy, xz and yz plane. 3ds would then interpolate a 3d object from the ...
5
votes
1
answer
4k
views
Normal Interpolation for Phong shading
As the title says I have been trying to understand the normal interpolation for the Phong shading/lighting model. I am unsure of the equation to calculate the normal but I have come across this ...
3
votes
1
answer
481
views
How to use Monotone cubic interpolation in 3D?
I wanted to use Monotone cubic interpolation, but the site only provide explanation for 2D case. How can I extend it to 3D?
8
votes
2
answers
7k
views
How do I use barycentric coordinates to interpolate vertex normal?
Given a triangle and a point inside the triangle in Cartesian coordinate system, I compute the Barycentric coordinate of the point like this:
...