Questions tagged [texture]

For questions related to textures: procedural generation, encodings, aspect characterisation, filtering, mapping, storage...

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Choosing width of data for signed distance field texture

A signed distance field texture is a technique where you store the distance from a pixel to the surface of a shape within the color information for that pixel, allowing almost vector graphics quality ...
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7 votes
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227 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 ...
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938 views

OpenGL texelFetch causes black stripes

THE SHORT VERSION In my fragment shader I'm reading (using texelFetch) multiple times the same texel from a texture (created by another fragment shader) and write it to the output render buffer. ...
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6 votes
0 answers
579 views

Perspective-Correct Texture Mapping

I am working on a small rendering engine for a personal project and I am having issues with the texture mapping part of it. It seems to work for some cases, but not for others. For example, when one ...
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Drawing to framebuffer texture - texture then split in half

I am doing exercises from the OpenGL SuperBible 6th Ed. I have managed to set up rendering into a framebuffer texture and then rendering from that texture to a cube. But for some reason, when the ...
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4 votes
0 answers
247 views

Are there any reasons to use power of two textures with modern mobile platforms?

Are there any reasons to use power of two textures (like 128x128 sized) if one targets modern mobile platforms (with OpenGL ES 3.0, Metal and/or Vulkan)? With iOS the PVRTC only supports power of two ...
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3 votes
0 answers
71 views

Graphics APIs: read/write the same texture

I know we can't bind the same texture as an input resource to a shader and as a render target within a single draw call, Direct3D just forces unbinding of such a texture SRV, OpenGL says it's ...
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3 votes
0 answers
87 views

How should the texture file look like?

I am wondering why the texture of the following 3D model https://app.ignitionrobotics.org/GoogleResearch/fuel/models/Transformers_Age_of_Extinction_Mega_1Step_Bumblebee_Figure Looks like the ...
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3 votes
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83 views

Trying to optimize texture mapping

We are developing a PPI plot for a radar system, similar to the following: NOTE: 1 radial is defined as a single slice of data within the circle, and 1 range gate is defined as a single point along a ...
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3 votes
0 answers
93 views

Slope Based Texturing

On the main page for Allegorithmic's Bitmap2Material, it mentions that the software uses a Slope Based approach over a Luminance Based approach. What exactly does this mean?
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3 votes
0 answers
162 views

Generate complex (non-convex) polyhedron UV mapping

I need to find an approach to the problem of generating texture maps for non-convex polyhedrons without using a design tool like Maya. Specifically, I am mapping simulation results data onto a 3D ...
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3 votes
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65 views

MRF and Textures

I am pursuing my research in Texture Interpolation. After digging deep into it, I'm stuck at a point. It is proven that textures can be modeled as Markov Random Fields and that each texture can be ...
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2 votes
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218 views

Corrupt values when writing and reading from the same RWTexture2D in HLSL/DirectX?

I'm playing around with DirectX 12 ray tracing, and I'm trying to read and write data to a 32-bit RGBA floating point RWTexture2DArray within a DirectX 12 HLSL shader. I'm getting weird corruption/...
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Cem Yuksel's "Mesh colors" implementation/demo?

Are you aware of any sample implementation or demo application of Cem Yuksel's "Mesh Colors" or "Mesh Color Textures" (http://www.cemyuksel.com/research/meshcolors/) ? The author does not provide any ...
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182 views

Triplanar UV unwrapping - overlapping triangles

For some time I have been working on UV unwrapper for radiosity computation. The information online about it is very sparse, except how to do it in some high end software. So far I have used triplanar ...
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2 votes
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112 views

Algorithm for 3D mesh model segmentation to chart

I'm trying to implement a segmentation model which will divide a 3d mesh model into charts. But I'm having really hard time to find resources in the web. The papers and some other places these ...
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Implementation of the paper "unified texture management of arbitrary meshes"

I briefly read the paper and I think I got the basic idea of it. The paper doesn't really go into implementation details though so my question is mostly on that. In the paper, needed tiles are ...
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2 votes
0 answers
264 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 ...
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1 vote
1 answer
199 views

PNG textures render correctly in Blender, but not in OpenGL program

I've been following the OpenGL tutorials from ThinMatrix and I've been able to load and render his stall.obj model along with his stall.png texture just fine. But when I try with my own models and ...
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1 vote
0 answers
268 views

Sampling the depth component of a packed depth-stencil texture while rendering to its stencil component

I need to frequently perform depth testing for any given fragment at a different fragment location than the one rendered to. Since this isn't possible with normal builtin OpenGL depth testing ...
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1 vote
0 answers
38 views

Optimizing texture fetches with higher mip levels

Let's say I have some shader program in DirectX or OpenGL rendering a full screen quad. And in a pixel/fragment shader I sample some huge textures at random texture coordinates. That is one same ...
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1 vote
0 answers
345 views

Why is glUniform1i() returning GL_INVALID_VALUE?

I have a sampler variable in a shader: uniform sampler2DArray tiles; Which I am trying to bind to a texture unit in GL: ...
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1 vote
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40 views

How can I detect if an edge has flipped during the UV unfold process?

I'm writing my own UV Unfold operation (similar to Maya's Optimize UV tool or 3DS Max's Relax Tool). My code works great 90% of the time but in some instances, I'm getting faces and edges that flip ...
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1 vote
0 answers
51 views

Where to find BRDF textures

I've read about measured BDRFs and models like cook-torrance have parameters that need to be set. It isn't hard to imagine that these parameters and the measured properties would vary from point to ...
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1 vote
0 answers
53 views

Why cache working set per multiprocessor for texture memory in Nvidia has a variable size?

I saw it here https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#features-and-technical-specifications__technical-specifications-per-compute-capability , I don't know if it also happens ...
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1 vote
0 answers
58 views

Anti aliasing thin features in textures

Assume I have a texture with a repeating line pattern. The lines are exactly 2 texels wide (really thin). Ans very spaced out (50 texels in between each line). I am now struggling with the ...
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1 vote
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768 views

Why do perspective correction based texture mapping do depth division

I'm currently trying to understand how works perspective correction texture mapping. I saw that actually it works by interpolating the z value of the three point of the triangle which the current ...
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1 vote
1 answer
111 views

Export Model Textures Per Face

(Note that as far as attempts go, I can't find anything that helps me) I have a 3D polygon, and for simplicity's sake it's going to be the one below: It is textured using the UV map below: Side ...
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1 vote
0 answers
320 views

Generating Mip Maps For A Cube Map

Let's say I have a cube map that has a resolution of 256x256 for each face and I want to generate mip maps for it using a box filter. It's tempting to just mip each face individually, cutting the ...
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1 vote
0 answers
1k views

OpenGL - Fit High/Low Resolution Image/Texture to a particular size Window

Consider a ray tracer written in OpenGL and using GLFW as a window toolkit. There are basically 2 options to display the ray-traced image. 1) Create a RenderBuffer ...
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1 vote
0 answers
60 views

Handling varying texture sizes in an array texture

Say we've idetified that we have a varying number of textures that are upper capped by 2 parametrs. thus we allocate the maximum amount of memory needed to store all textures as follows: ...
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1 vote
0 answers
39 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 ...
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1 vote
0 answers
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How to automatically project texture from high poly mesh to low poly mesh?

I have two aligned meshes: I have exact mapping from each vertex of low poly mesh to surface of a high poly mesh. High poly (~100K vertices) mesh is non-manifold, low poly (~1K vertices) is manifold ...
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1 vote
0 answers
153 views

Composition of an .obj file

Using an iPhone X, I can get a mesh of the face (using ARFaceGeometry), which I can output as an .obj file using ...
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  • 111
1 vote
0 answers
378 views

Nearest depth upsampling

Nvidia in this article presented a way to upsample low res buffer to full res buffer called Nearest Depth Upsampling. This works by comparing four depth values from downsampled low res depth buffer ...
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1 vote
0 answers
52 views

Emission maps that interact with a bump map

I am trying to create an effect where a bumpy billboarded texture is illuminated by a emission map that is also billboarded but is logically closer to the camera in 3D space. In this way a blue ...
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  • 143
1 vote
0 answers
94 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 ...
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  • 11
1 vote
0 answers
124 views

Model UVs optimization

This is related to question on SO (but the purpose of this question is different). I have model with UVs (3DS max UVW editor screenshot) I have grouped some unused parts of UVs on the top right ...
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1 vote
0 answers
77 views

Alias|Wavefront .mtl File "decal" Command

There are material color and texture colors (e.g. Kd 0.8 0.8 0.8 vs. map_Kd diff.png). The documentation says of this: ...
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0 answers
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How to improve rendering of surface water in shaded-relief images

I asked a version of this question on GIS Stack Exchange three months ago, but did not receive an answer. So I am posting it here. I’ve written a simple Java application for rendering high-resolution ...
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0 votes
0 answers
20 views

OpenGL texture format equally distributed for better bit usage

I am drawing my depth values into the red color channel of a texture. the depth² + 0.25 * (dx * dx + dy * dy) value goes into ...
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0 votes
0 answers
47 views

GLSL texture() vs textureLOD causing odd texture filtering

I've got a fragment shader sampling an environment texture for world reflections, and in testing, there seems to be a major difference in the result for texture() ...
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0 votes
0 answers
79 views

Polygon Rendering with Linear interpolation

I am reading through an old paper (Interpolation for Polygon Texture Mapping and Shading), cause it is mentioned in other papers I am reading. In section two we have the following steps to perform ...
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0 votes
0 answers
45 views

OpenGL: storing several textures to texture2dArray and exchange them continuesly

I try to render extreme large landscapes, which are deformed by height-maps. Each area has several level of detail height-maps. Other textures are structured like the height-maps as well, so that all ...
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0 votes
1 answer
76 views

How do I view my vertex colors that I specified through the texture I've applied on my objec [OpenGL]?

I thought that if I used an image with a transparent background, I would still be able to see the colors I had specified in my vertex attribute buffer. ...
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0 votes
0 answers
94 views

glTexImage2d from bytebuffer

I want to create a single-channel 2d texture with bytebuffer which contain each float for each pixel (let say it is an alpha value) to use further in shader Btw, I've tried this ...
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0 answers
13 views

How to get the surface alignment

How can I get the surface alignment of a 3D object in screen space? I found this example which, I believe, is aligning the UV coordinates to the 3D vectors (which are determined by their current ...
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0 votes
0 answers
124 views

Blending 2 or more Textures based on depth (Unity)

Ive been trying my hand at blending between 2 or more textures, so far I found I can lerp between Colors quite easily, but this lacks the detail im looking for. So Im trying to blend 2 or 4 textures ...
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0 votes
0 answers
34 views

Character Creation. Cartoon look, Eyes and Extra Parts. What advantages are the combining to one mesh?

I am fairly new to CG and 3d art. I'm trying to learn to make good game assets (ie. Low poly count, clean looking) in a cartoon style. I'm making this character as pictured. But his eye is a separate ...
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0 votes
1 answer
88 views

How to render and store a color gradient in a ramp texture for 16bit dataset?

I'm working on a scientific visualization project and need to create a transfer function widget. The volume data is either in range 0-255 or it can be 16 bit i.e. <...
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