# Questions tagged [physics]

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### Can raytracing be used to determine a certain gas distribution in a real planet's atmosphere?

I want to calculate the capacity that the planet Mars has regarding protecting against UV-light for a final project I will be doing my last year in upper secondary school. UV-light is mainly absorbed ...
40 views

### Best practice for per-vertex updates for mass-spring simulation?

I am new to graphics and physics simulation. I am trying to perform a mass-spring simulation on CPU on individual vertices inside a mesh, and wondering how to best handle this. If working with a rigid ...
241 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 ...
48 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 ...
636 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 ...
143 views

### 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 ...
53 views

### 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: ...
1 vote
128 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 ...
85 views

### 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 ...
1 vote
204 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 ...
181 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 ...
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 ...
1 vote
78 views

1k 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 ...
263 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 ...