# Questions tagged [physics]

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### OpenGL Compute Shader Vector Subtraction Not Working As Expected

all. I am currently working on a compute shader in GLSL intended to simulate visualizations of general relativity by ray tracing in the Schwarzchild spacetime geometry. I'm about halfway through ...
160 views

### Rendering Hypercentric Perspective

I came across some Non-Euclidean Games which involve Hyperbolic Spaces, Spherical Spaces, Portals, etc. And, I noticed that they give quite deep feel of what Non-Euclidean Spaces feel like. So, I was ...
45 views

### How to ensure that a randomly-generated velocity vector moves the camera forward within a valid arc?

I spawn a camera in a scene using random coordinates for x and y and setting z=0 and orient ...
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### Fastest Simulation Of Mass Spring Systems

I'd like to simulate a 4-dimensional cloth in the web browser, since browsers don't offer great ressources for numerical computation, I'd like to know which algorithm uses the least amount of ...
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### 3D Bouncing Cube

I'm trying to write a little program with a bouncing cube but I can't find the right x, y, z and angle for it. I have these lines: ...
315 views

### 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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### Implementing monte carlo path traced refractions problem

I am writing a forward monte carlo path tracer with the added feature of specular refractions for transparent materials, I have managed to come this far but something is not quite right and I am ...
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1 vote
123 views

When ray tracing, I find it intuitively clear that deeper paths have a lower contribution to the overal picture than shorter paths. This is the main reason why it is generally okay to render a picture ...
• 111
116 views

### Blackbody curve to floating RGB

I want to set the color of the lamps in my game with a black body curve, but the approximations I can find for it are all in sRGB color space; and I want it in linear floating RGB. The closest thing ...
182 views

### Understanding lighting for physically based rendering

i wanted to ask if you know the best books or resources to understand light physics. I have heard that Subrahmanyan Chandrasekhar's book "Radiance Transfer" is very good. Any other books or ...
251 views

### Physically Based Shading for Diffuse surfaces

So I am currently in the process of implementing Physically based Shading in my pathtracer using microfacet models and I'm quite stuck at comprehending light interaction with diffuse surfaces. First ...
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203 views

### Rendering Equation for photons carrying flux

I am trying to understand the mathematical/physical foundations of photon mapping better. In the forward photon tracing step it is established, that the rays are carrying portions of total power (...
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### How to rotate a shape in another 3D software so that the rotation matches with the rotation in Blender?

I import a mesh in Blender, export it with setting axis_forward='-Z', axis_up='Y', import in NVIDIA's FleX, rotate it and store it on disk; I call this mesh ...
• 241
1 vote
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### Resulting Probabilty Density in Path Tracer for paths using Next Event Estimation

I am trying to implement my own Gradient Domain Path Tracer by following the code of this guy who already implemented it: https://gist.github.com/BachiLi/4f5c6e5a4fef5773dab1 I already managed to ...
• 325
695 views

### Why does the 1/r² term appear with point sources?

I'm currently reading some books on radiometry. They mention that radiance is constant along a ray. It doesn't change with distance. However, I've seen some raytracer and they put the 1/r² factor when ...
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3k views

A paper$^1$ I'm reading says fluence measures the incoming radiance from all directions and that fluence is similar to irradiance. It's defined by $\phi(x) = \int_{4 \pi} L(x, \vec{\omega'}) d\omega'$...
• 225
883 views

### Fresnel reflectance of gold: red channel greater than 1?

I've been trying to understand some of the physical principles behind light and material interaction lately. In his talk Physics and Math of Shading, Naty Hoffman explains Fresnel reflectance and ...
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248 views

### How could I check the correctness of my result of fluid simulation?

I wrote a particle based fluid simulating program. It's hard to tell if I get the right result. The visualized result seems reasonable, but some part of it looks weird. I don't know wether it's a ...
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6k views

### How physically-based is the diffuse and specular distinction?

The classical way of shading surfaces in real-time computer graphics is a combination of a (Lambertian) diffuse term and a specular term, most likely Phong or Blinn-Phong. Now with the trend going ...
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