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Questions tagged [rendering]

The tag has no usage guidance.

5
votes
1answer
335 views

Texture glitch when using simple pixel shader

I have an issue with rendering my textures in Silverlight. When I look at it from above everything looks fine: But if I only change angle of watching it it looks terrible: I am using very simple ...
11
votes
2answers
3k views

Physically based rendering and ray tracing

I've got a lot of confusion and I need to clarify some terminology and put together the knowledge. If I say that an engine is a ray tracer (so it uses the ray tracing algorithm to render the scene), ...
8
votes
1answer
1k views

What is “Object Space Lighting”?

Looking at Star Swarm, a demo for the Nitrous engine, I found this little line: "Nitrous uses Object Space Lighting, the same techniques used in film, including real-time film-quality motion blur." I ...
35
votes
4answers
15k views

Albedo vs Diffuse

Every time I think I understand the relationship between the two terms, I get more information that confuses me. I thought they were synonymous, but now I'm not sure. What is the difference between "...
4
votes
1answer
79 views

Is there a way for me to record every shading sample for a deep texture

Im developing a deep texture processing engine. Right now I have a software renderer to generate the raster samples. Now, for bigger renders it would be nice to do this on hardware. Is there a ...
4
votes
2answers
100 views

Is it possible to render red / blue 3d from one image and a depth buffer?

To render an image for use with red & blue 3d glasses, the usual way to do it is to render from one point of view, convert it to a single intensity (greyscale) value per pixel, and then put that ...
6
votes
2answers
711 views

How is texture baking implemented?

Suppose we already have UV coordinates assigned for mesh vertices, how is texture baking implemented? I guess it will be something like this: ...
7
votes
1answer
197 views

Matching a virtual camera to a physical camera

Say I've got a photograph of a scene, and measurements for part of it (eg. a room where I know the dimensions of the walls). Assuming a rectilinear lens, how would I go about setting up a virtual ...
18
votes
2answers
540 views

How do correlated samples influence the behavior of a Monte Carlo renderer?

Most descriptions of Monte Carlo rendering methods, such as path tracing or bidirectional path tracing, assume that samples are generated independently; that is, a standard random number generator is ...
9
votes
1answer
544 views

Trying to implement Microfacet BRDF but my result images are wrong

I am trying to implement microfacet BRDF model. I am reading Sebastien Lagarde's slides. I implemented formulas to my code but i think result image is wrong. Yellow is base color of material. ...
10
votes
1answer
1k views

Efficient rendering with many light sources

To render a scene with a single light source using phong shading, one can calculate the final color of each fragment passed into the fragment shader based on the ambient/diffuse/specular components of ...
13
votes
3answers
2k views

What are some methods to render transparency in OpenGL

Alpha blending can be turned on to make surfaces transparent, like so: ...
25
votes
3answers
2k views

Avoiding z-fighting with coincident surfaces

When rendering two overlapping co-planar surfaces, a common issue is "z-fighting", where the renderer can't decide which of the two surfaces is closer to the camera, giving visual artifacts in the ...
18
votes
2answers
2k views

What is the “dipole approximation” for subsurface scattering?

If you read papers about subsurface scattering, you'll frequently come across references to something called the "dipole approximation". This term seems to go back to the paper A Practical Model for ...
31
votes
3answers
9k views

When is a compute shader more efficient than a pixel shader for image filtering?

Image filtering operations such as blurs, SSAO, bloom and so forth are usually done using pixel shaders and "gather" operations, where each pixel shader invocation issues a number of texture fetches ...
10
votes
3answers
962 views

Why do Vertex Buffer Objects improve performance?

From my basic understanding, a Vertex Buffer Object works something like this (pseudo code): Normally, if one wanted to say, draw a square, one could issue line drawing commands. ...