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Questions tagged [rendering]

The tag has no usage guidance.

1
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1answer
203 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 ...
0
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1answer
47 views

How does image resolution change(process involved in calculation), when a screen on phone is rotated?

What is the process involved in calculating the resolution of image to be displayed when the screen of my phone(android) is rotated? My screen resolution is 1920x1080. It displays some videos only in ...
-2
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2answers
76 views

How does cell phone display image or video even before you start to capture?

When a cell phone is used to take a photo or capture video the display continuously displays what a camera can see, does that mean the ccd/cmos device is exposed to light continuously? or is it ...
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1answer
77 views

“How does the Shadow of The Colossus's™ proprietary (Sony's) engine perform its seamless long distance rendering?”

"How does the Shadow of The Colossus™ engine perform its seamless long distance rendering?"
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0answers
49 views

Documentation of old versions of gl Matrix library

I'm learning webgl, and I'm using a book that use a old version of gl-Matrix (1.2.4). The newest versions of gl-Matrix aren't backward compatible, thus I'm looking for the documentation of gl-Matrix 1....
1
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0answers
55 views

How should I understand path-space measurement equation?

I read the corresponding chapter of PBRT-v3, as well as Veach's thesis which introduced BDPT. However I didn't quite understand why we use the measurement equation. It seems that the measurement ...
1
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1answer
101 views

Questions about Blur effect

I am working on a specific blur effect that implies several behaviours. But before I would like to know what you think about those blurring algorithms according to performances and quality : Kawase ...
1
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1answer
61 views

I need to build my own map renderer

I have OSM world data (essentially I processed the XML data into JSON containing arrays of objects (streets, buildings etc.) that each are represented by an array of lat/lon coordinates). Some of ...
3
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1answer
71 views

Why isn't the clear color visible on the screen between frames?

I am told that in computer graphics, the screen refreshes in number of times(in this scenario let say that it renders 60 times per second). The screen is cleared and drawn to 60 times per second. My ...
4
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1answer
180 views

Where does the cosine factor comes from in the GGX PDF?

The GGX NDF, as it appears on the paper where it is presented is: $$D(m)=\frac{\alpha_g^2\space\chi^+(m\cdot n)}{\pi\cos^4(\theta_m)(\alpha_g^2+\tan^2(\theta_m))^2}$$ It is equivalent, in the range $...
7
votes
1answer
105 views

fix over exposure in importance sampling in screen space reflections

I am having my first encounter with the rendering of indirect reflections in the form of screen space reflections in a game engine, but i am struggling to get correct looking results. (patterns arise ...
2
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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 ...
4
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1answer
121 views

What is this technique called and how can I reproduce it algorithmically?

I don't know the name of this technique, but the idea is to adjust the density and location of identical dots or small objects in order to produce a gray tone image or even a suggestion of three ...
5
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1answer
141 views

Roughness Remapping

I have been recently exploring physically-based rendering (PBR), but there is one part that still confuses me. I don't quite get roughness remapping, as described in the PBR section on Learn OpenGL. ...
6
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0answers
210 views

How is Ambient Occlusion calculated in “Deep Screen Space”?

The paper (http://resources.mpi-inf.mpg.de/DeepScreenSpace/) just says that "The ambient occlusion contribution of a surfel to a pixel [..] as well as the influence radius [..] are computed ...
3
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3answers
124 views

What's the meaning of the “dynamic” in “high dynamic range”?

What's the meaning of the "dynamic" in "high dynamic range"? Why use this word?
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0answers
83 views

How to eliminate line aliasing in an object made of cubes?

I have a big cube made of smaller cubes, but sometimes, due to the fact that each side of the cube has different colors, I get some ugly colored lines that I would like to get rid off. Any advice is ...
1
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0answers
53 views

Sampling a textureCube using a screen quad

I´m trying to use a screen quad to display the contents of a texture cube (instead of rendering a cube mesh in front of the view). I´m passing to my shader the camera view matrix. The pixel shader ...
4
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1answer
110 views

Avoid having an opaque and transparent variant of each pixel shader

Transparency can be achieved (or actually approximated) by using alpha-to-coverage (in case of MSAA) or basic alpha/transparency blending using the following approach: Bind a rasterizer state with a ...
1
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3answers
100 views

Why do we have to partition non-convex polygons into convex polygons in a map in Binary Space Partitioning?

This article says that binary space partitioning divides the map into convex polygons. [...] Before the map can be rendered we must perform a number of calculations on it. However, once these ...
1
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1answer
163 views

How to read vertex color before rendering texture?

I'm using VBO to upload vertex array, colors and then texture coordinates! I did implement mouse pick with color coding technique. It works fine but when I render texture after ReadPixels, it returns ...
2
votes
1answer
104 views

Best practices for VRAM management in dynamic environments (e.g. games)

While making a GPU Marching Cubes implementation a while back, I ran into the issue of OpenGL holding on to memory I had asked it to release. There are a lot of threads on this over at Stack Overflow, ...
1
vote
1answer
479 views

OpenGL: Rendering 2D shadows

I've been working on a 2d shadow system for a school project, using this method to generate visibility polygons. However, I'm having issues figuring out how to draw those visibility polygons in a way ...
2
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0answers
176 views

Rendering of large STL files

I am in the process of creating some software in Java for generating 3D gear geometry and saving it as an STL file. I am looking at a means of drawing the geometry so that the user can view the ...
5
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1answer
103 views

Polygons versus curve primitives in software rendering

Most 3D video games since the nineties have used hardware rendering based on polygons. Why polygons? They work well for some things, but not so well for others, e.g. a human figure rendered in ...
6
votes
1answer
628 views

Tone Mapping & Gamma Correction

I've been looking up this question on the internet for a while, and I haven't been very successful, so I decided I'll ask it here. Should I apply tone mapping before gamma correction, gamma correction ...
2
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0answers
385 views

What's the nature of Monte Carlo noise?

Monte Carlo rendering is just a process of sampling and reconstruction to evaluate the rendering equation. Why is it called noise rather than error?
3
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1answer
94 views

A way to save 360° panorama video

What is the best way to save video from faces of a cube? The render can produce 6 squares (90°x90°) of 1024x1024 resolution. Faces oriented along axies and only position is changed continuously. I ...
6
votes
2answers
322 views

Ambient Lighting

On the Wikipedia page for the Phong model, it says that the ambient term is a constant, and just gets added on to the other terms. But on other pages like LearnOpenGL it says you should take the ...
3
votes
0answers
64 views

Strange behaviour in simple software rasterizer

I have a simple test scene setup in a toy software rasterizer. I have a plane facing the +Z axis at the origin and the camera is facing -Z at Z=2. Everything works fine and looks good at that ...
6
votes
1answer
1k views

What is the difference in overlay and framebuffer?

I have been trying to understand display and graphics. I feel that it's hard to make a logical image of the terms. I understand this: Frame buffer is a dedicated memory that has the image/video/...
4
votes
1answer
159 views

Why do games only allow certain resolutions?

Only a few games have resizable windows when running in full screen mode. All others have a finite fixed set of allowed resolutions. But why? I see some reasons, but none of them seems to be that ...
1
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0answers
63 views

Mitsuba Bidirectional Framework

I'm confused by the Mitsuba bidirectional framework for quite a while now, especially by the different eval and connect ...
6
votes
1answer
113 views

3D projection that increases objects' size as they become more distant

tl;dr Is there a name for a type of (non-physical) projection that causes objects to become larger the farther they are from a camera? With a fisheye projection, an object twice as far from the ...
9
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0answers
121 views

Help with start up bias in Metropolis Light Transport

I'm trying to implement metropolis light transport based on this paper, and I have the basic thing working. I run the algorithm multiple times with different starting points, add the results for each ...
1
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0answers
67 views

Can one application inject triangles into the graphics pipeline of another application?

If I have two applications that I've written running on a machine, is it possible to have one application inject triangles into the scene of the other application? So effectively, the data for meshes ...
5
votes
2answers
203 views

What is missing in this image that stops it from looking like a photograph?

Look at this image: This is CG, Saya, a project meant to make as real CG as possible to the point of becoming indistinguishable from reality. I would say that it is pretty believable. But, it still ...
4
votes
1answer
85 views

Need help reasoning about video oscillation >60hz

I want to make a basic video oscillator for the web. What I want to do is basically illustrated in a tutorial for Lumen: essentially, I want to define an oscillator to turn on and off a color signal ...
1
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0answers
40 views

What could cause realtime lighting within a viewport to be calculated on the wrong part of the screen?

(I initially posted this in a section that is less suited for the particular issue, oops) I'm having this issue on some of my client's computers (this is for a Unity asset) that I cannot reproduce on ...
6
votes
3answers
519 views

Formula for the ambient light intensity of a scene?

I understand that ambient light is light that occurs a result of light from a given source refecting off an infinite number of points in a scene, thereby illuminating all objects in the scene ...
1
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0answers
48 views

Specular Highlight Gray When Behind Model

What would cause this grayscaled backside? When my camera is behind my model I see a grayscale specular highlight. However, in front of it is perfectly fine. Here's my shading code. (Software ...
4
votes
3answers
102 views

What is name for far lowcontrast blueish landspace?

What is the name of effect, that we see on far objects in outdoors ? These objects are low-contrast, foggy ? Is it only fog or some scattering ?
1
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1answer
102 views

How to generate a 2d histogram?

I'm playing around with volume rendering and looking into multi dimensional transfer functions. I keep seeing images like this for 2d transfer functions: I've read numerous papers and articles but ...
1
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0answers
104 views

Can I voxelize 3D set of points without reconstructing surface first?

I have huge point cloud data I want to render them at interactive frame frate. Process I know is 1.point cloud data 2.triangulate it using delnauy or other triangulation algo 3.surface ...
4
votes
1answer
598 views

How to know when rendering is complete in WebGL?

gl.drawArrays()/gl.drawElements() initiates a drawing and returns immediately. There is also (non-recommended) gl.finish() that (theoretically) blocks execution until rendering is complete. Is there ...
1
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0answers
59 views

Find RGB intensity values at center of face using Gouraud shading [duplicate]

Consider a triangular face of three vertices A(0,2,-1), B(1,0,1) and the origin O, and the normal vectors at the vertices are nA=(0,1,0), nB=(1,0,0) and nO=(0,0,1), respectively. The incident light is ...
1
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0answers
71 views

Advice on synthetic data generation using 3D mesh

I'm developing a deep learning algorithm to find and classify (post consumption) plastic bottles on a conveyor belt. A way to train my model is to get tons of labeled images of each bottle, which for ...
3
votes
0answers
70 views

Artifacts (numerical errors?) in rasterisation renderer

This might be not laser precision question but this issue appeared a long time ago when first trying to render some scene with 3D models in rasterisation renderer and apply some lighting, ...
4
votes
1answer
113 views

The constructor of hyperboloid in pbrt-v3

The book omitted the explanation of the constructor of hyperboloid. Could someone give some explanations about: Why the arguments are two points? What are the meanings of ah and ch? Why is there a ...
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1answer
304 views

Fundamental Questions: Building vs Compiling vs Rendering vs Coding vs Running?

I'm using Urho3D on Raspberry Pi, but the following questions apply to all platforms. What should I do in order to reduce the load of online real-time rendering of the game? Does building/compiling/...