Questions tagged [interpolation]

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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 ...
Thomas's user avatar
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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: ...
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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 ...
Shiv-iwnl's user avatar
1 vote
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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: ...
Iron Attorney's user avatar
2 votes
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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,...
Mercury's user avatar
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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 + \...
Jimmy Yang's user avatar
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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 ...
Jimmy Yang's user avatar
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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 ...
Michele M.'s user avatar
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 ...
Martin Ždila's user avatar
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....
TomKern's user avatar
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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 ...
TravisG's user avatar
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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",...
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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 ...
Sam's user avatar
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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 ...
sanjeev mk's user avatar
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 ...
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1 answer
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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 ...
Argha Chakraborty's user avatar
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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 ...
anuj goyal's user avatar
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 ...
Dr. Pontchartrain's user avatar
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 ...
Jojolatino's user avatar
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/...
FShrike's user avatar
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1 answer
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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 ...
Jojolatino's user avatar
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. ...
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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 ...
Anisa's user avatar
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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 ...
M.K.'s user avatar
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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 ...
Andreas's user avatar
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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 ...
Alex's user avatar
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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 ...
ali's user avatar
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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 ...
Jojo's user avatar
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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 ...
Charlie's user avatar
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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 ...
ali's user avatar
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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-...
softbodies's user avatar
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1 answer
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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; ...
Paul Ferris's user avatar
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 ...
JarsOfJam-Scheduler's user avatar
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 ...
JarsOfJam-Scheduler's user avatar
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 ...
JarsOfJam-Scheduler's user avatar
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 ...
Pavlo Muratov's user avatar
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....
Alan Wolfe's user avatar
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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 ...
ali's user avatar
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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 ...
ali's user avatar
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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. ...
J.Doe's user avatar
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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: $$...
user2835098's user avatar
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 ...
Drinkwater's user avatar
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 ...
Drinkwater's user avatar
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 "...
lcmylin's user avatar
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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 ...
Archmede's user avatar
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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 ...
Muad's user avatar
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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 ...
Igor Popov's user avatar
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 ...
Will D's user avatar
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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?
Bla...'s user avatar
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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: ...
Bla...'s user avatar
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