# All Questions

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53 views

### Simple Two Point Perspective of a Cube

I know this question may be a little basic, but still I haven't found an answer for it anywhere. Let's say I have a normalized cube; vertices at (+-0.5, +-0.5, +-0.5) If I render it on screen (...
138 views

### Monte Carlo Importance Sampling

I am following the "Ray Tracing - the Rest of your Life" book by Peter Shirley and I am facing some troubles in the implementation of Monte Carlo importance sampling, and Direct light sampling. Monte ...
89 views

### Where should I learn shaders as a vulkan user?

I have no prior experience with any other graphics low level libraries and I have barely any clue how shaders work, any book related to shadings is bloated with opengl code and is demoralizing.
51 views

### Is groupshared memory stored in L2 cache of GPU?

The article says that L1 cache is shared by work items in the same work group(aka. SM) and L2 cache is shared by different work groups. In Direct3D, it seems that a thread group (which is specified ...
117 views

### How to simulate a line laser diode?

I'm interested in simulating the way a laser line deforms when it strikes an object and runs along the surface of it. Which concepts would be involved? Is there any 3D modeling software out there that ...
105 views

### ShadowMap peter-panning and wrong direction

I am creating Forward-Rendering DX11 engine and I have some troubles with shadow-mapping algorithm as it doesn't work as supposed. As you can see - shadow is peter-panning and looks totally not ...
88 views

### How to model braids?

Many hair simulations render their hair as lines (usually splines). Since hair is a really thin object. if the hair is braided, rather than having thin infinitesimally small cylinders, you have ...
69 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 ...
33 views

### Mantiuk's contrast mapping seems to amount to a gamma correction

I'm reading this paper and one thing sticks out at me. Let's say I use the approximate transducer: R = 54.09288 ·G^0.41850 Then I scale it: ...
183 views

### GGX BRDF is greater than 1?

I am implementing a GGX BRDF, this is the formula I used is from:https://schuttejoe.github.io/post/ggximportancesamplingpart1/ And this is my implementation: ...
111 views

### What is a list of common, cheap, real time rendering algorithms?

I am well aware of the existence of Blinn-Phong shading, which is a great tool when you are doing, for example, modelling algorithms and wan't to focus on the model. In this case a full BRDF result, ...
101 views

### How Image Based Lighting is applied to indoor scene?

Now the mainstream engine's approach is to use image-based lighting to achieve approximate global illumination, but such a technique seems to be only applicable to outdoor scenes.What kind of ...
69 views

### Convey screenspace bounding box of rendering result

Imagine I render to an FBO some arbitrary geometry. Geometry can be rendered via single or multiple draw calls. For the sake of the question, assume I know nothing about geometry or transformation ...
110 views

### Why can I see the diffuse lighting effect on a perfect mirror?

Currently I am learning PBR by Unity3D. I find that even I turn the smoothness to 1, I can still see the diffuse lighting effect, which does not make any sense to me. Imagine I trace a ray from my ...
114 views

### Why is Forward Rendering/Shading named this way?

Forward rendering is the 'classic' approach to the rendering pipeline. Nowadays it is mostly replaced by a more flexible, deferred rendering approach. I did some research and had trouble finding ...
55 views

### Show the edges between the clipping plane and clipped objects [closed]

I want to utilize shaders to not only discard fragments if they are on one side of a predefined plane but also render a contour along the intersection. My fragment shader currently does something ...
65 views

### Constraining a Polyline to Look Smooth

What are the mathematical constraints required for a polyline, i.e., a piecewise linear curve, to appear as a smooth curve to human vision? I've discovered one document that specifies only that the ...
79 views

### Tiled Image Palettization Algorithm?

In most cases today, image palettization consists of reducing the overall number of colors in an image to some fixed number globally. This is typically solved as a straightforward but computationally ...
119 views

89 views

### Are texture binds expensive?

I am trying to get a feel for how much effort I should put into this. I am building a basic 2D engine and for my use case there are only 8 textures. Each draw call in this engine currently requires ...
197 views

### Which method for detecting edges of white object on white background?

I would like to segment picture of cloths in order to remove the background. The pictures come from online retailers, they usually have an homogeneous white background. Using Canny edge detector ...
89 views

29 views

### Can you generate your own HDRI maps without using photos?

For example, preparing a scene in Maya using standard lights and rendering out a panorama? Could they also be made from scratch in photoshop using 32bit color? Is there a reason why people don’t ...
100 views

### What is the oldest hardware able to feasibly support Vulkan?

What is the oldest hardware or minimum requirements conceptually able to support a fully hardware-accelerated Vulkan implementation? I am not referring to what implementations are currently available ...
31 views

### Consistent animation speed across systems

I recently noticed that in all games, no matter what system you play on or what specs you have, your character will always move at the same speed even if there is no frame rate limit. I was wondering ...
39 views

### Define position and orientation in a local coordinate system

Suppose we have a world coordinate system W and a 3D model m1 defined in W. ...
163 views

### How to convert from Object space into World space (exercise from 3D Math Primer book)

This is not homework. I'm self studying Computer Graphics, using the book "3D Math Primer for Graphics and Game Development" (2nd edition). So there is the exercise 6 in chapter 3 which I can't figure ...
135 views

### Strange stripes on the gradient

On the picture below you can see mathematically perfect smooth transition from black to white. But I noticed that on all gradient picture I see strange strips and the color transition doesn't feel ...
77 views

### Skybox is rendered on the model instead of surroundings

I'm trying to implement Skybox in DirectX 11 (DirectXTK) but when I'm rendering skybox, then texture is rendered to my sphere model instead of showing skybox outside. Rendering code: ...
402 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 ...