Questions tagged [rendering]

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6
votes
1answer
219 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
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1answer
42 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 ...
3
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0answers
68 views

Why my cosine interpolation of a cube's face doesn't work?

NB please : executable use cases are available at the end of this question. I begin this question by showing you the problems of my program, then I explain how the latter works, and finally I end up ...
2
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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 ...
4
votes
1answer
885 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 ...
2
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3answers
329 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?
1
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0answers
40 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 ...
5
votes
1answer
923 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^\...
2
votes
1answer
255 views

What is the physical interpretation of Normal, Roughness, Albedo and Metalness map?

In PBS context what is the metalness map? Are my interpretation of Normal, Roughness and Albedo map correct? I know almost for sure that: Normal map : Models the normals per differential region in ...
0
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2answers
539 views

How to convert a 3D model into an OpenGL fixed pipeline representation

I have a CAD model in Solidworks (which can be converted to STL, OBJ, STEP , VRML etc.) that I need to render in an old application, which still uses fixed pipeline. Ideally, I would like to convert ...
1
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1answer
71 views

Where can I find those visual effect demonstration?

I'm studying Unreal Engine, this chapter is talk about visual effects: Rendering Overview Some of them has obvious picture I can see whats the differences. But not all of them. Is there a site can ...
2
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0answers
198 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, ...
1
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0answers
70 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 ...
5
votes
1answer
327 views

What actually happens in frame buffer when an image or document is scrolled?

What actually happens inside computer when the text, pdf, jpeg, ms-word or any other document(file) is scrolled? Does it generate a new bitmap image sufficient for the screen to display even for tiny ...
7
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0answers
200 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 ...
1
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0answers
54 views

Is there an education tool that teachs computer graphics ? [closed]

I am wondering if there is any outsourced or licensed tool that teachs the fundamentals of computer graphics theories/programming. Does such a tool even exists ? Thanks in advance
1
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2answers
153 views

Why is this not a proper solution to handling transparency in deferred rendering?

From the sources that I have read about deferred rendering they all mention "handling transparency is hard" without much more information. However a solution that I see is, handle the scene once ...
5
votes
2answers
300 views

How did the hard, accurate shadows, work in early 3d (2000 - 2004) games?

I've been hunting around the internet for a while now, and I can't find anything about the specific shadow technique that I'm looking for. I can only recall one game in particular that used it, and I ...
1
vote
1answer
550 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
53 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
82 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 ...
-4
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1answer
118 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?"
1
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0answers
54 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
81 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
1answer
120 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
vote
1answer
69 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
votes
1answer
80 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 ...
6
votes
1answer
390 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 $...
6
votes
1answer
147 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
votes
1answer
191 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
votes
1answer
128 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
votes
1answer
297 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
votes
0answers
225 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
142 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
88 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
62 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
votes
1answer
239 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
127 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
vote
1answer
243 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
123 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
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1answer
1k 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
271 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
votes
1answer
163 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 ...
5
votes
1answer
1k 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
581 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
110 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 ...
7
votes
3answers
467 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
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0answers
72 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
2k 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
223 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 ...