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Questions tagged [rendering]

The tag has no usage guidance.

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0answers
97 views

Can I Implement Clustered Lighting with WebGL?

Do current WebGL capabilities allow to use Clustered Lighting? If not what is it missing to allow that? Basically WebGL uses GLES 2, so is that possible with GLES 2? I want to implement this one: ...
2
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2answers
158 views

Can I use the same vertices to render multiple things?

I'm passing my vertex shader a bunch of vertices and color data. I would like to first render the triangles and then render a point at each vertex. The triangles render fine, but I can't think of a ...
1
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1answer
866 views

Dark stripes on surfaces in V-Ray when rendering to texture (baking)

I am working in 3DS Max with V-Ray 3.4. I have recently been encountering strange artifacts on baked textures. Surfaces that should be flat smooth objects render with dark stripes or other unusual ...
8
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2answers
159 views

Are vertices reprocessed per-poly for indexed meshes?

I've been digging a bit into what actually happens at a hardware level on the GPU, and found NVidia's Life of a triangle which explains the pipeline pretty well, at least for green boxes. One thing I ...
4
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1answer
318 views

How to create specular surface in Mitsuba Renderer

I am a newbie in computer graphics and I am trying to develop a special case of path tracing really slowly! But first: I came up studying the Mitsuba renderer and one of its uses in the so-called GDPT ...
4
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1answer
653 views

What is the definition of “motion to photon” in VR?

The rough definition of "MTP" is clear. But the exact one is not. You can refer to these links: What is Motion-To-Photon Latency? | chioka.in Motion-to-photon latency | xinreality.com/wiki. But from ...
5
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1answer
175 views

Efficiently rendering sprites

In order to naïvely render sprites, you can send single rectangles with their position, rotation, size, and texture. This is very easy, but given that reducing state changes, draw calls, and data ...
1
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1answer
343 views

Distributed parallel rendering in Gaming or VR rendering

VR rendering needs a lot of GPU power. VR SLI can help that. But, is it possible for us to use distributed parallel rendering technology to improve the performance dramatically? There is an open ...
1
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0answers
407 views

Billboards or impostors when objects' instances are re-scaled [closed]

Billboarding/impostors mean, roughly, representing complex 3D objects in 2D or with simple quadrilaterals, for the sake of LOD systems. Consider the case of rendering a very numerous asteroid field ...
1
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1answer
74 views

What does $E_L$ mean in the context of shading equations from the book “Real time rendering”?

We will use $E_L$ for irradiance perpendicular to $l$ Where $l$ is the light vector. What does this mean? How do I calculate $E_L$?
1
vote
1answer
278 views

Blinn Phong rendering

I am trying to render Blinn Phong as a BRDF model on a surface plane. I assume that every normal in every pixel is perpendicular with the plane. I know that to do a rendering we have to use 3d ...
8
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1answer
152 views

Proper architecture for rendering history of streamed data (points)

Overview My program receives some data points (0-400 per sec). ...
6
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1answer
235 views

Rendering same vertex-array in different modes

here is my vertex array I am using: ...
8
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2answers
1k views

Rendering equation - why unsolvable directly?

Why is the rendering equation, introduced by Kajiya in 1986, not solvable directly/analytically?
5
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1answer
170 views

How fast should I expect to render the silhouette of a 20k triangle model?

Using VTK 7.0 I have found that rendering a 20k triangle STL model takes approximately 17ms on my Nvidia GTX970. However, I am only interested in the silhouette of this model (like the image below) ...
14
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4answers
396 views

What physical properties are “lacking” to keep this 3D scene from looking like a real photograph?

So I know that I'm basically asking to identify the main problem to be solved in creating realistic 3d Graphics, but as someone without much technical experience in the field, I'm curious that if ...
8
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1answer
733 views

Resulting Probabilty Density in Path Tracer for paths using Next Event Estimation

I am trying to implement my own Gradient Domain Path Tracer by following the code of this guy who already implemented it: https://gist.github.com/BachiLi/4f5c6e5a4fef5773dab1 I already managed to ...
9
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2answers
510 views

Can (and how so) shaders paint screen pixels beyond those that occupied by the shaded mesh?

I have some experience programming geometry and compute shaders - but never adventured myself in really playing with the fragment shaders. Currently, I am trying to better understand how they work and ...
6
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1answer
757 views

Role of PDF of Uniform Random Sampling in a path tracer

I am trying to implement my own path tracer but before arriving to the question I want to give you a short overview: In the implementation of the rendering equation I use some particular technique in ...
9
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1answer
411 views

How does the rendering equation incorporate shadowing

This is how the rendering equation is written in the textbook $$L(p,\omega) = L_e(p,\omega) + \int f(p,\omega_i,\omega) \, L(p*,-\omega_i)\cos \theta \, d\omega_i$$ which component of this equation ...
13
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3answers
1k views

Importance Sampling of Environment Maps

What is the best currently known and ideally also production-verified approach for sampling environment maps (EM) in a MIS-based uni-directional path tracer and similar types of renderers? I would ...
6
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2answers
103 views

Global illumination leading to image variation

I have a 3D scene I use to generate some images which I then process in Matlab. I noticed that when global illumination (GI) is not enabled, rendering always generates exactly the same pixel-for-pixel ...
11
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2answers
2k views

What kind of technology would be involved in the rendering of human nails?

There are many references related to the physically-based rendering of several natural features of the numan body, such as skin, hair, eyes. However, I could not find specific information about the ...
3
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1answer
638 views

How to blend World Space Normals

I am trying to blend two world space normals inside a shader. One comes from a tangent space normal map converted into world space using a classic TBN matrix and the other one is a mesh normal map in ...
7
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2answers
198 views

What methods/technologies to reduce required performance for virtual reality are there?

I'm interested in virtual reality, but according to some sources, less than 1% of computers in use today have the necessary performance to run modern VR games, granted many of them are not intended ...
5
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1answer
784 views

How could I use bent normal map

This might be a general question but I have some difficulties about understanding baked bent normal maps and how to use it inside a shader in Unity. From what I understand, bent normals are ...
1
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1answer
511 views

Can Frameless rendering reduce latency? And, can FPGA do 3D rendering instead of GPU?

In virtual reality, the motion-to-photon time is very important. Oculus says it has to be less than 20ms. Maybe 10~15ms is better. Some people try to introduce Frameless rendering technology into VR. ...
1
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1answer
145 views

Can V-Sync avoid tearing? I think it can't. Am I wrong?

1) Update the front buffer will cause screen tearing, every one knows it. 2) But V-Sync, I think it still get the same issue. Why I get this idea? 2.1) When GPU flips to the back buffer, current ...
4
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1answer
63 views

In what order to apply lighting and translucency?

I'm making a game that is supposed to like like a early 90s 3D game, so i'm rendering in software on an 8-bit indexed bitmap, using lookup tables for translucency and lighting. Now I have to draw a ...
1
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1answer
648 views

OpenGL C++ Camera Rotation Problem

Currently for a university assignment I have been given a 3D rendering engine, capable of rendering a 3D world. One task is to create a first person camera for it (I know with OpenGL you don't have a ...
10
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2answers
4k views

Cause of shadow acne

I know how shadow mapping works but I am not getting the cause of shadow acne! Can anyone tell me cause of shadow acne in a simple way and how is it related to depth map resolution?
11
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1answer
2k views

Loop performance in a shader

I am wondering what's the best way to integrate a dynamic loop function in a shader? First, it seems that dynamic arrays are not possible. So, is it better to create a maximum size array and only ...
12
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1answer
513 views

Compensation for energy loss in single-scattering microfacet BSDF models

Single-scattering microfacet-based surface models like the original Torrance-Sparrow BRDF or derived models like the BSDF for rough dielectric surfaces by Walter et al. neglect inter-reflection of ...
5
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1answer
269 views

Jitter texture generation

I am currently reading the awesome paper by Jorge Jimenez about Character rendering : Next Generation Character Rendering In the part about multi-sampled transmittance he uses some Poisson offsets ...
7
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1answer
2k views

What's the difference between irradiance and fluence/radiant exposure?

A paper$^1$ I'm reading says fluence measures the incoming radiance from all directions and that fluence is similar to irradiance. It's defined by $\phi(x) = \int_{4 \pi} L(x, \vec{\omega'}) d\omega' $...
4
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2answers
871 views

How to determine the object-to-world matrix

I want to ray trace a triangular mesh that I load from a file. The vertices' coordinates are expressed in the reference frame associated with the object (i.e the mesh) and I don't know the object-to-...
3
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1answer
566 views

Shadow appears to be too dark in my ray tracer

I'm currently working working on a unbiased path tracer. To test how accurate it is. I created a scene in my path tracer and LuxRender then compare the rendered image. I found that the shadow in the ...
2
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1answer
89 views

Slide a rectangle along a sphere

I'm using NASA WorldWind to place a rectangle on the Earth ('sphere'). When I drag the rectangle on the sphere, the rectangle changes shape and size but the dimensions should be preserved. What is ...
7
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1answer
92 views

using importance sampling to reduce the error of outscattered radiance

http://renderman.pixar.com/view/implementing-a-skin-bssrdf In this paper on subsurface scattering, I'm trying to understand how importance sampling is used to compute single scattering. It says that ...
9
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1answer
467 views

How should I fill a shape consisting of Bezier curves and straight lines?

I have been working on a graphics library for some time now and have gotten to the point where I have to draw Bezier and line based fonts. Up to this point I am stuck with this: The green lines are ...
9
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3answers
642 views

What are the usages of software rasterization in modern game engines?

I am taking a Computer Graphics course this quarter. One of our lab project is about software rasterization. Now I am planing the project proposal and thinking about how to make it useful for other ...
2
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0answers
223 views

Projecting light shapes

I am wondering how professional light visualizer software (like Capture Argo - WYSIWYG - Realizzer - LightConverse) project the lights on the objects (like stage, floor, people), even projecting the ...
7
votes
2answers
502 views

Best technique to draw overlapping colored line segments that follow the same route

I'm not too versed in computer graphics so my question may be vague. I'm given a sequence of GPS coordinates which I draw on an iOS map, and they define bus routes. Some of the bus routes happen to ...
15
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3answers
4k views

Difference between rendering in OpenGL and 3D animation software

With OpenGL and such I can render some pretty amazing looking things in "real time" 60 FPS. However, if I try to make a video of that same scene in let's say Maya, or 3ds Max it would take MUCH MUCH ...
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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. ...
10
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0answers
423 views

How correct is rendering in XYZ / linear RGB space?

I have a spectral power distribution (SPD, 5 nm steps) for all light sources in the scene and SPDs for the reflectance of all surfaces under any light / viewer angle in question. I'm going to ...
3
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1answer
166 views

First quad being re-used?

I had posted about this issue in a previous question, however, I thought instancing was causing it, whereas even using normal uniforms or a SSBO (which's what I'm using right now) causes it, which ...
10
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2answers
211 views

Why for perfect reflections a surface must have G2 continuity?

Why for perfect reflections a surface must have G2 continuity (class A surface)? I would like a mathematical answer.
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0answers
304 views

Incorrect instanced rendering

Previously, to render a bunch of quads, I was simply using a few uniforms (one for a model matrix and another for the texture layer ID). However, I'd rather not have to loop through each quad and set ...
4
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1answer
355 views

glMultiDrawArraysIndirect does not work when specifying an offset

I'm trying to use glMultiDrawArraysIndirect to render a batch of object. In my example I have a cube and a sphere (in this order) in a ...