Questions tagged [rendering]

Questions about the conversion of a 2D or 3D model to a photorealistic or non-photorealistic image.

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Partial Derivatives of Spherical Angles and Refracted Ray w.r.t Surface u,v

I am reading on "Specular Manifold Sampling" paper with the implementaion(for the simple case) here on Mitsuba at github. As part of the calculation it needs to compute partial derivatives ...
ali's user avatar
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Confusion regarding incident direction in render equation

I am studying from pbrt-v3 and the rendering equation has just been introduced as $$ \underbrace{L_\mathrm{o}(\mathrm{p},\omega_\mathrm{o})}_\text{Outgoing radiance }=\underbrace{L_\mathrm{e}(\mathrm{...
Scene's user avatar
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Sampling scattering direction around directions other than the last ray direction

In a path tracer, if we want to sample a ray direction in scattering medium, we can use phase function sampling, which actually use the direction of the ray before sampling as a sort of anchor to ...
Enigmatisms's user avatar
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HTML Canvas not drawing

I'm working on a 3D Renderer with the canvas element and JS but currently the cube I made is not rendering. I currently have it set to just render a wireframe of the cube and am hoping to render the ...
GryphonFire7's user avatar
2 votes
1 answer
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White spots when rendering diffuse material with environment light

I am trying to implement a simple shader. A round ball object is rendered with uniform albedo and I noticed some strange white spots on the outputs. I perform importance sampling with 512 light ...
Ivan's user avatar
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How does higher draw distance strain the CPU?

I am looking at many games like Dead Island 2, Red Dead Redemption 2, and Minecraft and I see that while the render distance grows, the CPU load grows with it. Why could this be happening? Lack of ...
Vasilescu Andrei's user avatar
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Is it possible to render to a octahedron texture directly?

I am considering using octahedron textures for environment mapping, opposed to sphere or cube mapping due to their low memory footprint and the quality they result in. Is there a possibility to render ...
Raildex's user avatar
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Importance sampling in a path tracer

So, I'm attempting to implement a monte carlo path tracer that uses the ggx brdf model. However, I'm rather confused about how to sample the light direction. I know that theta and phi can be sampled ...
RandomPigYT's user avatar
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One-sample model Multiple Importance Sampling with balance heuristic

Recently I feel a bit confused about one-sample model MIS. One sample model MIS can be found here in Veach 1997. 9.2.4 The one-sample model, and this one-sample model is widely used in the opensource ...
Enigmatisms's user avatar
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Triangle Rasterization Shaking Issues

I am making a Software renderer, and I noticed that there is a screen shaking like effect happening. shown in the first video: I tried doing filling without clipping against the small square, and the ...
Serilena's user avatar
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When do we need Dx12 Descriptors to be contiguous?

In many tutorials and examples code of DirectX 12 we can find ways to manage descriptors by creating a few descriptor heaps and allocating manually descriptors inside of them (e.g. in Mini Engine the <...
trfd's user avatar
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What does GGX stand for?

Many render engines implement the microfacet model for rendering surfaces that are rough, metallic, and/or transparent, a concept first published in "A Reflectance Model for Computer Graphics&...
NullPointerException's user avatar
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How to design an ergonomic software rendering pipeline with painter's algorithm?

I wrote my software renderer with C++20 and the DirectX Math library. The pipeline so far consists of these steps: I use vertex buffers (...
rmvd's user avatar
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What algorithm approximates a "hand sketched" look for rendering diagrams?

I see a number of applications where polygons, lines, splines, etc., are algorithmically given a "hand drawn" look. What algorithm or general approach is applicable for this? As an example, ...
Mark Harrison's user avatar
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My projection matrix for OpenGL fails on non-symmetric boundaries

Assuming my viewing volume has x coordinates varies from l to r, and y varies from top to bottom, and finally z-axis varies n to f, I derived the following projection matrix: ...
Serilena's user avatar
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With a light source at (0,2,0) and unit cube (from [-1,1]) using a given shading formula, how is the r,g,b for each surface calculated?

The above problem is from a past Computer Graphics exam. I am particularly confused about the explanation given, firstly for the top and bottom planes (since the direction of normal for top plane ...
LC796's user avatar
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Whats the best way to render (2D) parametric curves with uniform stroke width?

I want to create a rendering engine that mostly renders parametric curves on a 2d screen. As far as it seems, todays graphics are all dependent on vertices and matrices, so not sure where to start or ...
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How does denoising factor into most render engines + practical question

I'm a student working on an experimental animation. The animation has been selected to be screened at a festival, but they would like a resolution that is beyond what my single graphics card can ...
TWheeler's user avatar
1 vote
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How does changes in vertex data work?

I have been learning computer graphics and for some time and can't seem to wrap my head around one concept. How to handle vertex data changes? Ex. 1. I have a text rendering on a screen. And up on ...
amberbrew's user avatar
2 votes
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Optimized 3D rendering using dots and/or line segments of different sizes in Scratch

I'm developing a 3D rendering engine in Scratch, which is a block-based visual programming language. It does not have any support for bitmap rendering, but there is a "pen" plugin that lets ...
Peter Marshall's user avatar
5 votes
0 answers
54 views

Facetted look when using SampleBias

I am writing a simple material system for a game. Each material can have a specular value (phong) that is translated into "smoothness" via environment map. Similar to PBR, I compute a ...
Raildex's user avatar
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How to display real time 3-D orthogonal vector rotations?

I'm an embedded developer here with very little experience in computer graphics. I'm currently working on a GUI that can display a calculated inertial solution at run time. I have hardware that can ...
Henry Gilbert's user avatar
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Does OpenGL allocate on glBegin/glEnd?

You can enclose arbitrary amount of vertices within glBegin/glEnd statements. Does OpenGL limit the number of vertices you create or it allocates memory for more?
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Loading Gltf model pbr texture produces insane results

I built a gltf-viewer on my own, but the functionality for loading glf was implemented by referencing gltf-viewer-tutorial, the result is not correct. Below is my ouput for ToyCar.gltf . The ouput of ...
Xinyu Cui's user avatar
1 vote
1 answer
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Can anyone summarize in simple terms, how PSSMLT/MLT algorithms work?

I understand backwards path tracing and bidirectional path tracing (BDPT). However I'm failing to understand how Metrpolis Light Transport methods are even remotely feasible to run. My understanding ...
Chris Gnam's user avatar
3 votes
2 answers
254 views

What is the difference between a "meshlet" and just a small mesh?

Obviously, conceptually, a meshlet is just a small mesh. But what is the reason for making the distinction then? I'm assuming it has to do with how they are implemented. In a meshlet architecture, ...
Chris Gnam's user avatar
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1 answer
94 views

How can I transform the circular blinn-phong specular into a square shaped highlight?

I am creating a custom shading model in Unreal Engine and I would like to create a square shaped specular highlight, without changing the shape of the light itself. I tried following the approach ...
mbl's user avatar
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1 answer
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Path tracing: how to deal with ray hitting an emitter

I am writing my first path tracer and kind of feeling confused by some mechanisms. For example, when I trace a ray and the ray hits a area emitter, then how to determine the radiance of this direct ...
Enigmatisms's user avatar
3 votes
2 answers
145 views

cosine term in rendering equation

Rendering equation's value can be estimated with Monte Carlo (Physically Based Rendering: Light Transport I: Surface Reflection): $\begin{equation} \begin{split} L_o(p, \omega_o) &= \int_{S^2}f(p, ...
Rahn's user avatar
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1 vote
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A fresh perspective confusion about a paragraph

I am trying to re-implement the paper "A fresh perspective" In this paper there is one paragraph on secion 2 that reads: Usually, $z_s = z$ is the depth value of the point $P$, unchanged by ...
Makogan's user avatar
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1 vote
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Rendering equation integration variable change

I'm watching the TU Wien rendering lectures in the course we were presented with a rendering equation (first one on the screenshot) and then another, which results from a change of variables (if I ...
analysis1's user avatar
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Calculation of reflection vector in Phong specular lighting

I wrote the following phong reflection model for ray tracing in Rust, but I am not sure about the calculation of a reflection vector for the specular reflection. ...
user48423's user avatar
1 vote
0 answers
53 views

Inverting perspective projection doesn't yield frustum?

I have a cube with 8 vertices representing the $[-1,1]^3$ cube vulkan uses for device coordinates. The perspective projection matrix takes a frustum and maps it onto this cube. It thus makes sense ...
Makogan's user avatar
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PBRT: why normalize ray's direction

In PBRT Chapter Camera Model, when describing Camera::GenerateRay(), it writes It is important that the direction component of the returned ray be normalized—many ...
Rahn's user avatar
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OpenGL - How to increase view space coordinate range in X and Y axis

I'm trying to render some objects but apparently X and Y coordinates need to be really small in-order to get something on screen. See this example of 2 lines The world space coordinates for these ...
gallickgunner's user avatar
1 vote
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58 views

Question about reconstruction filter in ray tracing?

Suppose we have an 512x512 image, then the value of pixel j should be $I_j = \int_{0}^{512} \int_{0}^{512} h_j(u,v)L(u,v) \,dudv$, where $h_j(u,v)$ is the filter function for pixel j, $L(u,v)$ is the ...
Andy's user avatar
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1 vote
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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
1 vote
1 answer
101 views

3D to view plane projection

I am trying to draw points of a 3D sphere onto my monitor as if I was looking out into space. Me, the viewer, is at (0, 0, 0). The plane of my monitor is at (x, y, 1) and I have a sphere out in ...
Dan Wood's user avatar
2 votes
1 answer
134 views

How to draw smoother lines and triangles?

I am currently creating my own 3D renderer. Here is a coloured cube created by the renderer. I modelled cube using a set of coloured triangles. Notice extraneous lines from edges and they does not ...
Jimmy Yang's user avatar
1 vote
0 answers
39 views

How to visualize the outgoing directions sampled from BSDF?

I'm trying to find a way to visualize the outgoing directions sampled from BSDF. More specifically, for a given incident direction, I can sample the outgoing directions, using 'BSDF sample', and I ...
Wenjian Zhou's user avatar
0 votes
1 answer
138 views

Bump mapping WITH precomputed tangents?

Most bump mapping (meaning black and white height map) uses Tangents/Bitangents computed from Position using dFdx/y. And they also compute the offsets/derivatives of the height map using dFdx/y. The ...
Ascalon's user avatar
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2 votes
2 answers
192 views

Adding cos(θ) from rendering equation ruins the renderings

I'm following Ray Tracing The Rest of Your Life to implement a ray tracer, but the explains on math (mainly pdf part) got me confused so I followed Rendering Equation to understand the math behind. As ...
Rahn's user avatar
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1 vote
1 answer
862 views

On modern GPUs, what hardware do vertex/pixel shaders have access to that compute shaders don't?

Suppose that someone implemented rendering for a video game using entirely GPGPU apis, like compute shaders or CUDA. Would it be possible to achieve the same performance as standard graphics pipelines ...
while1fork's user avatar
1 vote
1 answer
64 views

How is the distribution of normals constructed from the distribution of slopes in 'Understanding the masking-shadowing function' paper?

Recently I'm reading Eric Heitz's paper 'Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs', in section 5, 5.2, the paper defines the distribution of slopes and then says the ...
Wenjian Zhou's user avatar
1 vote
1 answer
63 views

Is the dichromatic model physically based?

lately I have been learning about photometry, and everywhere I look I see a BRDF written according to the "dichromatic model". Roughly speaking: $$\rho= \rho_D+\rho_S \cdot (...)$$ for some $...
Lilla's user avatar
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1 answer
137 views

Text rendering - weird outline when zoomed

I'm writing a simple text editor using Vulkan for rendering, and I'm seeing some strange outline around the rendered letters if I take a screenshot of the text and zoom in, which bothers me because I ...
Ivan Ivanov's user avatar
1 vote
0 answers
319 views

Generating cheap perfect outlines for meshes in WebGL

I am tasked with creating an outline shader in WebGL (i'm using WASM/Emscripten, so an OpenGL solution will work too) for meshes that the user can upload into our software (be it .obj, .fbx, .3ds), ...
yosmo78's user avatar
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4 votes
3 answers
283 views

Student-friendly ray-triangle intersection

I'm teaching a computer graphics course, and would like to give my students a function for calculating ray-triangle intersections (not just the point of intersection, but also the uv coordinates ...
TomKern's user avatar
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0 votes
1 answer
396 views

Why does my Dell laptop monitor give this weird color banding?

I've noticed some very obvious color banding on the screen of my Dell Precision 7750 laptop while watching video (same in every video program; VLC, built-in Windows video player, etc.) Not only does ...
Jez's user avatar
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1 vote
1 answer
303 views

Back face detection

Suppose I have one convex polyhedron, I need to detect back face. And $N=(A, B, C)$ is normal vector of polygon surface and vector $V$ in viewing direction. According to books formula and internet ...
S. M.'s user avatar
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