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Questions tagged [rendering]

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2
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0answers
21 views

how many watts are in the SPD of the color white?

Please help. I'm trying to implement a ray tracer, going by the PBRT book and got stuck on an issue that I fail to find the answer to. My scenes are made from objects and light sources. From that, I ...
0
votes
1answer
42 views

What are the parameters measure the performance of a rendering? [on hold]

Let's say I designed a housing model and rendered it using a rendering engine. how can I measure the performance of my rendering?
-1
votes
1answer
80 views

Unsolved Problems in CQ to this day?

What problems haven't been solved yet when it comes for instance in rendering,deferred rendering, Volumetric lighting, ambient occlusion or in any other interesting area. When i say unsolved problems, ...
1
vote
1answer
36 views

How to translate the center of an equirectangular projection?

I'm trying to perfectly align two or more equirectangular photos of the same place taken from slightly different positions. Using an example provided by openMVG I managed to get the relative position ...
2
votes
0answers
82 views

How to model braids?

Many hair simulations render their hair as lines (usually splines). Since hair is a really thin object. if the hair is braided, rather than having thin infinitesimally small cylinders, you have ...
-1
votes
2answers
102 views

What is a list of common, cheap, real time rendering algorithms?

I am well aware of the existence of Blinn-Phong shading, which is a great tool when you are doing, for example, modelling algorithms and wan't to focus on the model. In this case a full BRDF result, ...
6
votes
2answers
334 views

Multiple Importance Sampling in Path tracer produces Dark Images

So I recently implemented Multiple Importance Sampling in my path tracer which was based on next event estimation. The problem is without MIS I get images like, This is obtained by setting ...
4
votes
0answers
65 views

How to use Photometric Units with Rendering Equation?

So I was just reading up on how to create more Physically Based Lights and wandered into the realm of photometry. I read the paper "Moving FrostBite to PBR" and in it the author claims he decided to ...
0
votes
1answer
29 views

Can you generate your own HDRI maps without using photos?

For example, preparing a scene in Maya using standard lights and rendering out a panorama? Could they also be made from scratch in photoshop using 32bit color? Is there a reason why people don’t ...
4
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0answers
125 views

Anisotropic GGX BRDF implementation. How is it related to isotropic GGX BRDF?

Introduction I am implementing anisotropic GGX BRDF and have encountered strange behaviour of my implementation. I thought that if I compare the microfacet distribution function I have with the one ...
3
votes
1answer
74 views

Adding noise to gradient

I found this picture When you zoom in to any part of the image, the background looks a bit noisy/grainy. See pixels around "violent violet" label: I'm trying to understand how to achieve the same ...
2
votes
1answer
78 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 (...
1
vote
1answer
92 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-...
24
votes
2answers
8k views

How can virtual texturing actually be efficient?

For reference, what I'm referring to is the "generic name" for the technique first(I believe) introduced with idTech 5's MegaTexture technology. See the video here for a quick glance on how it works. ...
2
votes
1answer
110 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. ...
3
votes
1answer
142 views

Rendering Fluid Simulations?

I've read about Lagrangian and Eulerian fluid simulations and here's what I take from their methods: Lagrangian - Simulating fluid particles by calculating displacement for each particle Eulerian - ...
8
votes
2answers
580 views

What is a good approach for handling uniforms in modern OpenGL?

I'm creating a renderer using modern OpenGL (3.1 and up) and now I'm trying to create an efficient but flexible way of handling uniforms. I've been reading up on uniform buffer objects and on what a '...
4
votes
2answers
105 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 ...
0
votes
1answer
100 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 ...
11
votes
4answers
589 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, ...
4
votes
1answer
95 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 ...
1
vote
0answers
139 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
votes
1answer
183 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 ...
0
votes
0answers
27 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 ...
0
votes
2answers
83 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
votes
1answer
82 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 ...
0
votes
0answers
57 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
votes
1answer
70 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, ...
2
votes
1answer
107 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 ...
3
votes
1answer
204 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....
12
votes
1answer
318 views

Ocean Wave Rendering

How could I generate the waves for a water body with whitecaps & foam and variable intensity of the waves? Is the surface a mesh with a normal map? Is there a formula for generating that? Is there ...
3
votes
1answer
171 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 ...
0
votes
1answer
141 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 ...
0
votes
0answers
80 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: ...
0
votes
0answers
102 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 ...
1
vote
0answers
71 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 ...
1
vote
0answers
156 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. ...
1
vote
1answer
69 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
votes
1answer
234 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.) ...
1
vote
0answers
26 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 ...
2
votes
1answer
189 views

Can a scene be efficiently pre-rendered and displayed along a fixed camera line?

A scene can be pre-rendered from a single camera position. Can a scene be efficiently rendered for a fixed set of positions and lines that the camera can move through? Consider games like escape ...
0
votes
1answer
256 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 ...
1
vote
0answers
60 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
votes
1answer
116 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 ...
2
votes
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
votes
1answer
47 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
votes
1answer
239 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 ...
1
vote
1answer
117 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?
3
votes
1answer
299 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^\...
1
vote
0answers
25 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 ...