All Questions

Filter by
Sorted by
Tagged with
0 votes
0 answers
16 views

How to retrieve a mask for a partially filled 3D Truncated SDF based on its ground truth?

I am trying to create a mask which is required for a 3D inpainting task. My data contains 3D truncated SDF grid of size 64*64*64 with a truncated value of ...
ord_bear's user avatar
0 votes
0 answers
24 views

Clip Space View Frustrum Culling Not Working Properly

I don't understand why this happening. I included the code that I am using to check if a vertex is inside the view frustum. ...
Learning CG's user avatar
0 votes
0 answers
59 views

Unable to compute fresnel reflections properly

I am implementing fresnel reflections for materials in my renderer. According to this source, here the look I should obtain when rendering a sphere over a grey background: I have two implementations. ...
StudenteChamp's user avatar
0 votes
1 answer
109 views

Does fresnel reflection make sense for metals?

I am implementing fresnel reflections for materials in my renderer. Does it make sense for metals? Here my implementation: ...
StudenteChamp's user avatar
1 vote
1 answer
56 views

How to avoid declaring sampler outside of statement?

How can I avoid having to declare the sampler outside of the if statement in this shader code sample? ...
junglie85's user avatar
  • 125
0 votes
0 answers
49 views

Vertex attribute alignment <4 bytes

I know that vertex attributes sourced from vertex buffers in OpenGL need to adhere to the basic alignment requirements of their base types, so e.g. 4 bytes for floats or uints. However, I am unable to ...
Christian Rau's user avatar
0 votes
0 answers
25 views

Partial Derivatives of Spherical Angles and Refracted Ray w.r.t Surface u,v

I am reading on "Specular Manifold Sampling" paper with the implementaion(for the simple case) here on Mitsuba at github. As part of the calculation it needs to compute partial derivatives ...
ali's user avatar
  • 730
0 votes
0 answers
32 views

interpolated normal vectors after tessellation. How to hash patch corner / edge vertices?

I have a 3D geometry (an asteroid) that is to be tessellated with respect to the camera position. Each vertex in the original mesh has a unique position and is stored once (VBO with IBO) In the ...
Thomas's user avatar
  • 1,136
1 vote
1 answer
55 views

Does a BSP tree need to be rebuilt every time the camera's position changes?

I'm not a computer graphics engineer. I'm more of a quality engineer (primary language is C++). I've just started learning by myself about acceleration structures in computer graphics, especially ...
Marsupito's user avatar
0 votes
1 answer
41 views

Random spaces between textures

I am trying to make Terraria like game using WGPU and rust. There are gaps between tiles. The gaps are bigger and more common as I get far from world center. I've read that nearest filtering should ...
Josef Blažek's user avatar
0 votes
0 answers
116 views

Path tracer -- How to debug erroneous behaviour?

Edit: I've pinpointed the problem. If I change: local_colour *= (rayPayload.color.r*mask.r + rayPayload.color.g*mask.g + rayPayload.color.b*mask.b); into ...
shawn_halayka's user avatar
0 votes
1 answer
67 views

How are strings for debugPrintfEXT handled in glsl?

Glsl does not support string / char data types, but obviously debugPrintfEXT works and takes some form of string. How are these handled in glsl? Ideally I would ...
Tare's user avatar
  • 1,541
1 vote
1 answer
62 views

Confusion regarding incident direction in render equation

I am studying from pbrt-v3 and the rendering equation has just been introduced as $$ \underbrace{L_\mathrm{o}(\mathrm{p},\omega_\mathrm{o})}_\text{Outgoing radiance }=\underbrace{L_\mathrm{e}(\mathrm{...
Scene's user avatar
  • 111
0 votes
1 answer
83 views

Faring a region of a mesh connecting two curves

In the book Polygon Mesh Processing, there is a section dedicated to fairing. In particular page 59 has this lovely figure: I am specially interested in the rightmost image. According to the text ...
Makogan's user avatar
  • 1,696
1 vote
1 answer
33 views

How is HTML Alpha-Blending Different than GIMP?

I have some graphic drawings of the floors of a hours that I want to display on a web page. Drawn in GIMP, there are several layers all with "normal" mode: From bottom to top, the layers ...
Brian White's user avatar
0 votes
1 answer
49 views

Does CMYK values provide more colors than RGB?

We know that in the RGB system we have three primary colors and each of them has a value from $0$ to $255$ (or $256$ values in total). So all possible colors are $256^{3}=16777216$. But in the CMYK ...
Snack Exchange's user avatar
0 votes
0 answers
19 views

How can I understand the logic of Fast Point Feature Histograms (FPFH) descriptor?

I have been using FPFH features quite a lot in global registration and key-point extraction a lot, I also looked pcl page that tries to explain what it is, but fails to give detail to reader in my ...
Lady Be Good's user avatar
1 vote
0 answers
35 views

How to transform face mesh?

We can use ARcore to create custom textures and 3D models for Augmented Faces, like the augmentation of a Fox ears. But aside from augmenting 3D objects, can we "transform" facemesh, for ...
angel_30's user avatar
0 votes
2 answers
70 views

Can Vulkan Queue Families be separate but identical?

I was trying to find examples of GPUs with more than 3 queue families to see what edge cases programmatic selection of compute and transfer queues might encounter. This card has six. Two of the extra ...
KTM's user avatar
  • 1
1 vote
1 answer
78 views

Is it possible to read arbitrary data at arbitrary array offset in glsl?

TL;DR In a Vulkan / GLSL ray tracing program, I have several shader files, all accessing the same material buffer of arbitrary data. All materials have an arbitrary layout, e.g. one might be a float, ...
Tare's user avatar
  • 1,541
2 votes
1 answer
37 views

What is a smart way to fill in the 'next' pointer of a opposite half-edge of a boundary?

I was reading this question regarding half edges from 3 years ago and the selected answer seemed pretty smart to me. However, while actually implementing it I'm confused at the part where I have to ...
ThisAccountIsForGameDev's user avatar
1 vote
1 answer
39 views

Need help understanding this simplification/optimization for a very basic GLSL shader

i'm currently following a tutorial on youtube to get started with computer graphics (shaders) and it contains the following GLSL code: ...
Seth's user avatar
  • 13
1 vote
0 answers
53 views

JPEG Corrupted file fixing

I had an old, broken hard disk containing a lot of JPEG files. I took that hard to an information recovery company. The company was able to extract part of the files well, But there are many others ...
Abdulrahman's user avatar
1 vote
1 answer
41 views

Best approach for slicing texture images for raycasting

I'm working on a 2D (pseudo-3D) raycaster which operates on a 2D tile grid. For each ray sent out, the screen draws a rectangle with a certain height depending on the distance between the camera and ...
Zoler1337's user avatar
1 vote
0 answers
44 views

How to find point on mesh at a minimum distance from ray

I'm searching for an efficient data structure and algorithm to compute the minimum distance between a ray and a set of meshes in 3D. What I expect as a result are the coordinates of the nearest point ...
oparisy's user avatar
  • 111
0 votes
0 answers
25 views

re-writing the rasterizer of a pipeline

I have designed my graphics pipeline, actually similar to what exists now, you know, vertex shader, then rasterizer, interpolation, fragment shader and so on. But, some stuff are changed in my ...
maziar's user avatar
  • 1
1 vote
1 answer
57 views

Conditionally sample from texture in shader

I'm building a little 2D graphics library in Rust/WGPU as a means to learn graphics programming. I want to draw an outline around a shape and specify the outline's color. All of my shapes have a ...
junglie85's user avatar
  • 125
0 votes
0 answers
200 views

Vulkan backward-only path tracer with caustics

TL;DR -- who has discovered, in the past, a backward-only path tracer that generates caustics not needing extra convergence of any kind? I'm collecting similar algorithms, in order to fully understand ...
shawn_halayka's user avatar
0 votes
1 answer
28 views

How to measure distortion of a parametrization?

If you have a map from a mesh into the 2D plane. How do you measure its distortion? I know that theoretically what you do is express the differential map of the transformation then use SVD to figure ...
Makogan's user avatar
  • 1,696
1 vote
1 answer
33 views

Sampling scattering direction around directions other than the last ray direction

In a path tracer, if we want to sample a ray direction in scattering medium, we can use phase function sampling, which actually use the direction of the ray before sampling as a sort of anchor to ...
Enigmatisms's user avatar
1 vote
1 answer
54 views

Avoiding gimbal lock in spherical movement around an object - Python

I am programming a camera viewer in Python to move around an object on a sphere given YPR Euler angles (intrinsic) from the user. Everything seemed nice until I pitched the camera 90 degrees up/down. ...
garma's user avatar
  • 11
0 votes
0 answers
33 views

AMD GPU specific triangles disappearing by subsequent draw calls in same frame

we have a Windows/DirectX11 2D Renderer that paints textured triangles to the screen from back to front. There is no face-culling or depth test activated. Now on AMD GPUs it happens randomly that an ...
user20154's user avatar
0 votes
0 answers
27 views

Object appears in unintended parts of the screen when using manual WorldToScreenPoint

Hy guys I'm new to 3d graphics and i lack some Linear algebra knowledge. I tried to recreate Unity's worldToScreenPoint method with kotlin on android. I copied some code from their forum and wrote ...
Illidan's user avatar
0 votes
0 answers
31 views

HTML Canvas not drawing

I'm working on a 3D Renderer with the canvas element and JS but currently the cube I made is not rendering. I currently have it set to just render a wireframe of the cube and am hoping to render the ...
GryphonFire7's user avatar
1 vote
1 answer
189 views

How to calculate ray-origin and ray-direction in vertex shader working universally for any projection and using interpolators for performance

I have been reading and watching many raymarching tutorials, but almost all of them are only working in the perspective projection. Almost all assume, that to calculate the ray direction, you just ...
Tooster's user avatar
  • 111
0 votes
1 answer
41 views

Tessellation evaluation shader: vertex duplicates on triangle tessellation

I was very surprised when I ran my tessellation evaluation shader, which only counts the number of vertices through an atomicAdd command. for the following tessellation levels: ...
Thomas's user avatar
  • 1,136
0 votes
1 answer
165 views

GLSL get min/max index of vec3

I have written a function in GLSL that returns the min index (index 0 is the x component, 1 is the y component, and 2 is the z component) of a vec3 variable. ...
Thomas's user avatar
  • 1,136
0 votes
1 answer
20 views

OpenGL texture unit bindings - Why is a single texture mapped to both texture units when each are individually assigned?

I am using NVIDIA Nsight to debug my OpenGL state. In the screenshots below: I generate a single texture with the ID 10. I activate ...
William Allen's user avatar
0 votes
0 answers
28 views

Questions about equi-angular sampling

Equiangular sampling is a sampling method for point (sphere) emitter in scattering medium. While it claims to be very efficient when dealing with point (sphere) emitter in scattering medium (see this ...
Enigmatisms's user avatar
0 votes
0 answers
55 views

Precision errors with raytracing normal

I'm writing a raytracer in Java that draws a scene containing the elliptic paraboloid defined by the equation $F(x,y,z)=x^2+z^2-y=0$, as well as the hyperbolic paraboloid defined by $G(x,y,z)=x^2-z^2-...
zenzicubic's user avatar
0 votes
1 answer
26 views

Is MultiDrawElementsBaseVertex bound by index type?

With glMultiDrawElementsBaseVertex it becomes possible to render multiple sets of indices in one draw call. When using for instance ...
Reynolds's user avatar
  • 1,188
1 vote
1 answer
61 views

enumerate vertices from tessellation evaluation stage (Triangle patch)

Is there any way to enumerate the generated vertices of a tessellation patch (triangles only) inside the tessellation evaluation shader? The tessellation levels will only be integer values with ...
Thomas's user avatar
  • 1,136
0 votes
0 answers
23 views

Volumetric mesh processing: impact of facet removal on connectedness?

I am working with volumetric meshes - meshes that have vertices (0-cell), edges (1-cell), facets (2-cells) and volumes (3-cells) - and I'm interested in removing facets without breaking connectedness. ...
marting's user avatar
0 votes
0 answers
28 views

How to interpolate alpha from CURRENT_ALPHA to TARGET_ALPHA for each pixel in shader language? (Godot/GLSL)

I want to make "trails" of objects on my shader that appear and disappear gradually. I am getting pixels (for fragment shader) where objects are from uniform texture. Basically, I have my ...
idchlife's user avatar
  • 373
1 vote
1 answer
64 views

Vulkan Syscalls

I'm working on educating myself more about computer graphics, and the more I learn and play with the technology, the more I get frustrated by the dependencies on C++ (even though I know why it exists)....
Sienna's user avatar
  • 111
0 votes
0 answers
52 views

tilling the Hyperbolic plane

i am trying to tile a hyperbolic plane using the poincaré or Beltrami–Klein disk model. I am doing it recursively and i don't know how to detect overlapping tiles. I think they are causing bugs ...
Sedenion's user avatar
0 votes
0 answers
36 views

Find good gl_TessLevel for edge distance and edge length

I have a triangular mesh that is read from an ".obj" file and is to be tessellated with respect to the camera position. I try to avoid T-junctions by tessellating common edges with the same ...
Thomas's user avatar
  • 1,136
0 votes
0 answers
52 views

What algorithms are typically used for finding 'PCB Trace'-like paths?

I am analyzing a large amount of Layers 0-4 Network Data. I am trying to render diagrams dynamically showing the Network Devices involved in the data (Desktop, Switch, Router, Server, etc.) and how ...
Liam Kelly's user avatar
0 votes
1 answer
36 views

Can raytracing be used to determine a certain gas distribution in a real planet's atmosphere?

I want to calculate the capacity that the planet Mars has regarding protecting against UV-light for a final project I will be doing my last year in upper secondary school. UV-light is mainly absorbed ...
Josefin's user avatar
2 votes
1 answer
74 views

White spots when rendering diffuse material with environment light

I am trying to implement a simple shader. A round ball object is rendered with uniform albedo and I noticed some strange white spots on the outputs. I perform importance sampling with 512 light ...
Ivan's user avatar
  • 121

15 30 50 per page
1
2
3 4 5
80