# Questions tagged [interpolation]

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### What is the fastest way to rasterize a triangle?

I'm making a triangle rasterizer for my 3d engine because I forgot to make a depth buffer and I was wondering what is the fastest way to rasterize a triangle, I was thinking bresenham combined with ...
144 views

### triangle barycentric coordinates interpolate edge dependent

Barycentric coordinates of a triangle are very useful for interpolating texture coordinates, for example. Each corner contains the texture coordinate and multiplies this coordinate by the barycentric ...
• 1,285
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### 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 ...
• 1,285
1 vote
313 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
106 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: ...
49 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,...
• 121
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1 vote
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### 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 ...
• 153
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### 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 ...
• 153
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 "...
• 413
1 vote
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 ...
• 491
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### 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 ...
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### 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 ...
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### 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 ...
• 115
504 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?
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