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Questions tagged [rendering]

The tag has no usage guidance.

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0answers
64 views

Computing perspective directly

Assume the screen is axis aligned with origin at 0 and there is absolutely no view transformation. in other words we will simply try to project the model onto the screen plane following perspective. ...
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0answers
60 views

Understanding bad shadows with voxel ray tracing

I have a voxel raytracer that is generating some weird shadows and I want to understand what is the source of the problem. The image is voxelized, resulting in: I then generate Hard shadows from the ...
4
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1answer
72 views

How to apply wire texture for realistic rendering of embroidery?

I am building an algorithm which takes a bitmap image as input and render the image as an embroidery design. The different steps are : Vectorize the image, I keep only 5 colors (Done) Generate ...
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4answers
444 views

For shader math, why should linear RGB keep the gamut of sRGB?

sRGB is often contrasted with "linear RGB." Images are stored on disk and passed to displays in sRGB, which is approximately perceptually uniform in intensity. Shader math is done in linear RGB, ...
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0answers
21 views

How to apply SSRT to an existing image with associated depth map?

I have the following image and depth map from a CV paper: I want to know if there is an existing way to apply screen space rendering to a pre-existing image. Before someone yells ate me saying "Why ...
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2answers
70 views

Is it possible to emulate Vulkan on a non Vulkan compatible gpu?

I don't think there is much to explain here, since the question is pretty much in the title, but i'll try to explain myself better: My current laptop's gpu does not support Vulkan, so i was wondering ...
2
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1answer
63 views

Z-buffering implementation with small triangles

For research purpose, I have to implement z-buffering algorithm to render 3D face models. But I got a problem that the triangles are too small to be rendered (i.e. there is no pixel covered completely ...
4
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2answers
81 views

Difference in pixels between different monitors' sizes

If I have an image of x/y resolution and display it on a monitor, does this mean that between a 15-inch monitor and a 42-inch, the same amount of pixels (x/y) will be displayed, only that each pixel ...
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0answers
53 views

Which of these 2 general designs for a game engine is better?

I have roughly seen 2 different ways rendering engines are commonly handled (there could be more). And was wondering which general design is better for a general purpose engine. Central Handler ...
2
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1answer
57 views

How do we approximate the integral of the measurement contribution function in Metropolis Light Transport?

In Metropolis Light Transport, we need to approximate the integral of the measurement contribution function. I've read that this can be done using a traditional approach like path tracing. However, ...
4
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1answer
86 views

How to visualize and programmatically work with huge point cloud

I have created a quite large point cloud with about 800M RGB points. The exported .ply file is about 12GB large. The commercial software I used to create it can render the cloud very smoothly on my ...
3
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1answer
74 views

Non real-time rendering on Unity3D

I made an audio visualizer using Unity3D (you can see it here) but I am not satisfied on the video quality, as the compression destroys the graphics. I recorded the screen during a real-time rendering....
2
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1answer
92 views

How can we convert a probability density according to solid angle to a density according to area?

In Chapter 14.5.3 of Physically Based Rendering - From Theory to Implementation (3rd edition), the authors claim that a probability density $p_\omega$ according to solid angle can be converted to a ...
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0answers
37 views

What's the definition of the “emitted importance” in the measurement equation?

Let $M$ denote the set of all surfaces in the scene $\nu_M(x)$ denote the unit outer normal$^1$ at $x\in M$ $\Omega_x$ denote the upper unit hemisphere at $x\in M$ oriented according to $\nu_M(x)$ $\...
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1answer
69 views

How does Primary Sample Space Metropolis Light Transport work?

For simplicity, assume we're only dealing with surfaces which have either a Lambertian or perfectly specular material. Morever, assume that the only type of lights are area lights (i.e. surfaces with ...
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0answers
20 views

Precomputated rendering for isotropic microfacet BRDF

I am looking for a suitable precomputing rederings for isotropic microfacet brdf (say GGX) given an environment lighting. I was using ward brdf before which is radially symmetric so I was able to use ...
3
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1answer
116 views

Is there ongoing research on Markov Chain Monte Carlo algorithms (other than Metropolis-Hastings) for use in ray tracing?

Metropolis Light Transport is an application of the Metropolis-Hastings algorithm. Its variants differ only in the used "mutation strategy". Is there ongoing research on other Markov Chain Monte ...
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0answers
44 views

Nubis Decima Engine presentation, how is the cloud density function computed?

WARNING: for what ever reason Firefox (maybe linux specific) doesn't like to render everything in the pdf slides, but you wouldn't know it because it will look completely fine until you compare it ...
0
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1answer
107 views

Bright artifacts in ray tracer rendering seemingly caused by reflections

I've been working on a new ray tracer recently, but after adding reflections I'm seeing these strange small highlights on my models, particularly on the ear of the silver rabbit below. I've read ...
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0answers
63 views

Hard edges appearing in voxel cone tracing (how to remove them?)

I am generating shadows using a voxel pyramid (commonly called voxel cone, although I hate that term). Some of my shadows come as expected, however some are very strange. For example in this image: ...
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0answers
69 views

Changing coordinate system from texelFetch to textureLod is breaking the algebra

I have a scene rendered using texelFetch() and I am trying to modify the shader to use textureLod() instead. This is the image generated with texelFetch: When I try to change the shader to use ...
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0answers
61 views

Voxel cone tracing artifacts (what causes them and how to solve them)?

I am trying to generate soft shadows using voxel cone tracing. Which gives me the next images: In the first image you can see an artifact of a sequence of horizontal shadows alternating with ...
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0answers
57 views

How exactly do soft shadows get generated using a voxel cone tracing rendering technique?

Let's assume we have voxelized a scene, and all of our materials have an opacity level of 1. The reuslt would then look like: If we raytraced the final volume that gets generated after rasterization. ...
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1answer
48 views

Understanding material .mtl files

I am reading this piece of documentation to understand mtl files So far I am stuck trying to understand the difference between ambient, diffuse and specular reflectivity (Ka, Kd, Ks). If I am ...
2
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1answer
104 views

Weird artifacts in my ray tracer

I am getting weird artifacts in my simple ray tracer that I made using the book Ray Tracing in One Weekend by Peter Shirley. Example: (circular pattern on the ground and black tint on the spheres.) ...
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0answers
23 views

Proper design of data structure to store wavefront file information?

Currently I have a naive Mesh data structure to store wavefront files. This data has 3 buffers for the vertices, normals and UVs. It works well to the point I can render the sponza scene, despite ...
0
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1answer
105 views

Opengl black screen for a simple translation

i am a beginner to opengl following an online guide, I am trying to make a simple translation to my triangle. The triangle did render correctly when i made a float uniform to translate it, but when i ...
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0answers
43 views

Tail Recursive Monte Carlo Raytracing

I am writing a raytracer in F# using montecarlo sampling I would like to make my recursive calls tail recursive but I am not sure of this is possible with MC raytracing as one has to evaluate sampled ...
5
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1answer
97 views

Radiative Transfer Equation for Photorealistic Rendering

I've recently become interested in photorealistic rendering, and I've been looking at the different rendering philosophies. I read this Disney Research bachelor's thesis, which states both the ...
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0answers
17 views

Move a camera (orbiting camera) togheter with the Earth around the Sun

I modeled, Phong shaded and animated 2 spheres in a simple way to approximate in a naif way the solar system (with Earth and Sun alone). There is the Sun at the center and the Earth that goes around ...
2
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1answer
39 views

Correctness or otherwise of the procedure for generating an orbiting camera in WebGl

I have to create a orbiting camera. I created the model of sun (a sphere) around (0,0,0) , triangulated and Phong shaded it. I would have a camera that goes around the sun thus an orbiting camera and ...
2
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1answer
46 views

How to display edges in a 3D file on Facebook

I'm trying to show a 3D model on Facebook and display its edges and lines. I found that I could export a 3D model from Sketchup using glTF Export plugin to a glb file that I can drag and drop in a ...
3
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1answer
96 views

How to align Ray Marching on top of traditional 3D rasterization?

I'm trying to apply raymarching on top of 3D rasterization, ordering what 3D object gets displayed based on the depth of a rasterization pass and the raymarch depth. After getting the transform ...
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0answers
53 views

Thickness on flat surfaces

Does anyone have good suggestion for how to achieve “thickness” on flat polygons at render time? It would be the same as extruding a flat polygon just slightly. For sprites with opacity masks, this ...
1
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1answer
92 views

How does the Painter's Algorithm handle transparency?

I was wondering if anyone could explain how the Painter's algorithm would handle transparent objects? Can the Painter's algorithm handle transparency?
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0answers
23 views

Can order-independent transparency sort fragments for a subset of all transparent objects?

I've read Wikipedia's article on the topic, and a tutorial on how it affects MikuMikuDance. I tried to read a patent on "packing the 3D array with a prefix sum scan, or linearizing", but I have no ...
3
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1answer
123 views

Phong and the Rendering Equation: What's with the cosine?

Ignoring emission and shadowing for simplicity, the rendering equation can be stripped down to: $$L(x, \, \vec \omega) = \int_{\Omega}{f_r(x, \, \vec \omega^\prime, \, \vec \omega) \, (\vec \omega^\...
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0answers
26 views

How difficult would it be to customise Google Maps

How difficult would it be to customise Google Maps to display roads like they were biological veins? Vein appearance (width)/promotion would be exaggerated according to road classification. Where ...
3
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1answer
99 views

What is the physical interpretation of Normal, Roughness, Albedo and Metalness map?

In PBS context what is the metalness map? Are my interpretation of Normal, Roughness and Albedo map correct? I know almost for sure that: Normal map : Models the normals per differential region in ...
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2answers
94 views

How to convert a 3D model into an OpenGL fixed pipeline representation

I have a CAD model in Solidworks (which can be converted to STL, OBJ, STEP , VRML etc.) that I need to render in an old application, which still uses fixed pipeline. Ideally, I would like to convert ...
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1answer
66 views

Where can I find those visual effect demonstration?

I'm studying Unreal Engine, this chapter is talk about visual effects: Rendering Overview Some of them has obvious picture I can see whats the differences. But not all of them. Is there a site can ...
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0answers
91 views

Not understanding the lighting equation for volumetric cloud rendering

I've been looking The Real-time Volumetric Cloudscapes of Horizon-Zero Dawn, but I'm very confused by a few terms. The presentation mentions "The Henyey-Greenstein phase function" on page 54, ...
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0answers
33 views

Transform a cube in a truncated pyramid

I have to calculate the modeling transformation that transforms a cube of side=1 centered in (0,0,0) in a rectangular truncated pyramid of height=2,sides of basic rectangle equals to 3 and 2, sides of ...
5
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1answer
78 views

What actually happens in frame buffer when an image or document is scrolled?

What actually happens inside computer when the text, pdf, jpeg, ms-word or any other document(file) is scrolled? Does it generate a new bitmap image sufficient for the screen to display even for tiny ...
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0answers
157 views

Supersampling HDR

I'm encountering some issues supersampling in HDR for an SDR result and was curious what the usual method for doing this is. Notice how pixelated the edge of the white sphere is. Here's how I render ...
2
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0answers
62 views

What does different tangent basis mean for a normal map

What does it mean that a normal map was computed with a different tangent basis and is the reason why the normal map does not render correctly. I used the following code (very generic) for my ...
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0answers
48 views

Is there an education tool that teachs computer graphics ? [closed]

I am wondering if there is any outsourced or licensed tool that teachs the fundamentals of computer graphics theories/programming. Does such a tool even exists ? Thanks in advance
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2answers
96 views

Why is this not a proper solution to handling transparency in deferred rendering?

From the sources that I have read about deferred rendering they all mention "handling transparency is hard" without much more information. However a solution that I see is, handle the scene once ...
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2answers
202 views

How did the hard, accurate shadows, work in early 3d (2000 - 2004) games?

I've been hunting around the internet for a while now, and I can't find anything about the specific shadow technique that I'm looking for. I can only recall one game in particular that used it, and I ...
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1answer
162 views

Tone mapping bright images

I am rendering the sun in an image, and the sun comes out white and is basically very unrealistic. I have tried searching for tone mapping algorithms but I'm very lost. Can someone guide me to do ...