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Questions tagged [rendering]

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5
votes
1answer
162 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) ...
3
votes
1answer
177 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 ...
9
votes
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 ...
9
votes
0answers
401 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 ...
7
votes
0answers
168 views

Supersampling HDR

I'm encountering some issues supersampling in HDR for an SDR result and was curious what the usual method for doing this is. Notice how pixelated the edge of the white sphere is. Here's how I render ...
6
votes
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 ...
6
votes
0answers
433 views

Percentage-closer Soft Shadows implementation

I am trying to implement the Percentage-closer Soft Shadows (PCSS) from NVidia inside Unity but I am facing some issue and I don't know where they come from and then, I do not know how to solve them......
5
votes
0answers
112 views

How is glint rendering done in Ray Tracing?

How is glint rendering done with ray tracing in the photo below? Is it just a simple normal map? I found a paper online that describes the exact same method used in the photo above but I have no ...
4
votes
0answers
64 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 ...
4
votes
0answers
290 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 ...
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 ...
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, ...
3
votes
0answers
344 views

Calculating intensities of Virtual Point Lights in Instant Radiosity from IES lights

Short introduction I created a function that interpolates the IES luminious intensities (candelas) using Hermite interpolation, so in my code all light sources have $I(\theta, \phi)$ function - but ...
2
votes
0answers
38 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 ...
2
votes
0answers
107 views

Not understanding the lighting equation for volumetric cloud rendering

I've been looking The Real-time Volumetric Cloudscapes of Horizon-Zero Dawn, but I'm very confused by a few terms. The presentation mentions "The Henyey-Greenstein phase function" on page 54, ...
2
votes
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 ...
2
votes
0answers
384 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?
2
votes
0answers
212 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 ...
1
vote
0answers
102 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 ...
1
vote
0answers
64 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
109 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
0answers
25 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 ...
1
vote
0answers
54 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 ...
1
vote
0answers
24 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 ...
1
vote
0answers
36 views

Transform a cube in a truncated pyramid

I have to calculate the modeling transformation that transforms a cube of side=1 centered in (0,0,0) in a rectangular truncated pyramid of height=2,sides of basic rectangle equals to 3 and 2, sides of ...
1
vote
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
vote
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
vote
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
vote
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 ...
1
vote
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 ...
1
vote
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 ...
1
vote
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 ...
1
vote
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 ...
1
vote
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 ...
1
vote
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 ...
1
vote
0answers
96 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: ...
1
vote
0answers
210 views

Is it possible to modify a console game graphics (Xbox 360)?

There's a thing called ENB for PC which works by modifying render functions calls of the games and applying additional effects. I wonder if there is a similar way for console games.
0
votes
0answers
25 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
0answers
55 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 ...
0
votes
0answers
75 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
85 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 ...