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Motivation for densities wrt the same measure in MIS

In Veach's thesis the MIS weights (e.g. using the balance heuristic) for two strategies with densities $p_1, p_2$ are given as $w_1(x) = \frac{p_1(x)}{p_1(x)+p_2(x)}$ and $w_2(x) = \frac{p_2(x)}{p_1(x)...
lightxbulb's user avatar
  • 2,083
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0 answers
61 views

How many rays can one RT core calculate simultaneously?

I have noticed that all GeForce RTX cards, without exception, have an equal number of RT cores as they have streaming multiprocessors (SM). From this fact I assume that each RT core is associated with ...
Warp's user avatar
  • 101
0 votes
1 answer
31 views

Theoretical speedup from sample number in path tracing algorithm

Suppose, in a Kajiya style path tracing algorithm, I have 100x100 pixels, and I am using 32 samples per pixel. So, the total ...
bim's user avatar
  • 125
0 votes
0 answers
33 views

Bright results when importance sampling GGX NDF

I've been trying to importance sample the GGX NDF of my Cook-Torrance BRDF for some time now but I can't get it right. I've been following this article. Here's my code for the importance sampling part....
Tom Clabault's user avatar
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0 answers
89 views

Normalized Device Coordinates: Why normalize the Z value?

I understand that the normalized device coordinates are the result of the perspective divide of clip space coordinates and allow for an easy mapping of the xy coordinates to a physical screen. What I ...
Sam's user avatar
  • 164
1 vote
1 answer
96 views

Matrix form of an open uniform cubic b-spline

I'm trying to find the matrix form for the equation of a cubic b-spline. More specifically, the "middle" part, S_i(t), is pretty straightforward and available everywhere: ...
fruity's user avatar
  • 11
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0 answers
77 views

How to setup a 3D camera

I'm trying to figure out how to setup a 3D camera in WebGL. This is my first swing at 3D so a lot of the matrix stuff is new to me. Code The code can be reviewed in this CodePen: https://codepen.io/...
Candleout's user avatar
  • 127
1 vote
1 answer
74 views

Importance sampling microfacet BRDF and coordinate frame

I'm trying to importance sample the Cook Torrance BRDF for my path tracer but I'm not sure about the part where you have to change the sample from one coordinate frame to another. This resource states ...
Tom Clabault's user avatar
0 votes
1 answer
67 views

How to scale down noise frequency?

I'm making a space game and so far what I have is a system to generate spheres with noise on them, making them planets. I make a sphere, create noise data, write that data to an image file, and then ...
Chillzy's user avatar
  • 11
1 vote
1 answer
100 views

How to get the accurate number of triangles of an wavefront obj model?

I am confused by a 'wavefront obj' file's true triangle number. For example, I downloaded the Rungholt scene from McGuire's Computer Graphics Archive. ...
bim's user avatar
  • 125
3 votes
1 answer
121 views

How does the Communication between Monitor and GPU work?

I know that this Topic is highly Hardware dependent, so i am asking for the case that a monitor is connected to a GPU or motherboard via. Displayport/HDMI I would like to know is how the monitor is ...
Schrottiy's user avatar
0 votes
0 answers
59 views

How to design an ergonomic software rendering pipeline with painter's algorithm?

I wrote my software renderer with C++20 and the DirectX Math library. The pipeline so far consists of these steps: I use vertex buffers (...
rmvd's user avatar
  • 1
1 vote
1 answer
36 views

Curved world effect shader for heterogeneous mesh faces

I have a voxel based game, similar to Minecraft and want to apply the "curved world effect" like described here. As I was using a per 1x1 face quad renderer, applying the effect went well, ...
Aitch's user avatar
  • 113
0 votes
2 answers
172 views

Relative coordinates -- cumulative sum

I have a vertex shader happily producing all the vertices I want for a 2D plot. Now I want to also render a plot of the same data, but each point relative to the previous one, like SVG Paths using <...
Nick's user avatar
  • 11
1 vote
1 answer
45 views

What algorithm approximates a "hand sketched" look for rendering diagrams?

I see a number of applications where polygons, lines, splines, etc., are algorithmically given a "hand drawn" look. What algorithm or general approach is applicable for this? As an example, ...
Mark Harrison's user avatar
0 votes
1 answer
76 views

What is in a GPU driver?

There are 3 kinds of code that are contained in a GPU-utilizing program: CPU code. CPU-to-GPU or GPU-to-CPU bridge code. This is what DirectX actually is. GPU code. In NVidia speak, this is called a &...
Meatball Princess's user avatar
0 votes
1 answer
53 views

What are applications of 3D geometry to 2D geometry projection and occlusion handling?

As a layperson in the field of computer graphics, I rarely see practical applications of algorithms that take 3D geometry as the input (along with some camera and lighting parameters) and output the ...
Max Flow's user avatar
  • 103
1 vote
1 answer
45 views

Are systems like double pendulum used for generating terrain?

Looking at the output of the angle of this double pendulum made me think this was a good candidate for generating realistic looking terrain profiles. I can't be the first to notice this so I was ...
AJP's user avatar
  • 83
1 vote
0 answers
91 views

Does WebGPU Have Significant Feature/Functionality Gaps As Compared to Vulkan/DirectX12/Metal?

A friend and I are considering using webgpu native (more specifically C++ bindings) for a project. We were wondering, since WebGPU likely runs on top of Vulkan XOR DirectX12 XOR Metal at any given ...
The Floating Brain's user avatar
1 vote
2 answers
522 views

fast algorithm to check if a point is inside/outside mesh

Usually a ray casting algorithm is used to determine whether a point is indide or outside a mesh. But this algorithm is slow. Is there any fast algorithm to do this check? My input mesh is a ...
veggieg's user avatar
  • 31
0 votes
1 answer
74 views

How to pick values of ambient, diffuse, specular for Phong Lighting?

I have the following code in python using the vedo package ...
Sarah V.P's user avatar
  • 101
1 vote
0 answers
47 views

BlinnPhong sphere edges look worse than Phong. Am I doing it wrong? (code and pictures included)

First of all, I am completely new to this so please excuse me if this is a dumb question. I am following the book Real-Time 3D Rendering with DirectX and HLSL, for now implementing shaders in Nvidia ...
egil87's user avatar
  • 11
0 votes
0 answers
28 views

View system transformation by Ian Ashdown

I am reading this book about to code your own radiosity renderer by Ian Ashdown Book link There is a chapter about view-camera transformation, particularly the normalization process when he transform ...
arcollector's user avatar
0 votes
1 answer
42 views

My projection matrix for OpenGL fails on non-symmetric boundaries

Assuming my viewing volume has x coordinates varies from l to r, and y varies from top to bottom, and finally z-axis varies n to f, I derived the following projection matrix: ...
Serilena's user avatar
0 votes
0 answers
56 views

Cropping a .usdz file

I have a program that is creating usdz 3D models from real world objects. I would like to be able to crop those objects in 3D space to remove extraneous nearby objects or walls. Is there a good ...
user19967's user avatar
0 votes
0 answers
147 views

looking for meshlet generation algorithms

I am looking for algorithms to create meshlets from triangulated meshes. I searched for articles, but could not find any. Maybe "meshlet" is not the right term? I want to cluster the faces ...
Thomas's user avatar
  • 1,136
2 votes
1 answer
131 views

How is the alpha value treated when blending?

I'm struggling with understanding how blending works. Here's what I understand: when I set the following ...
Bartolini's user avatar
0 votes
1 answer
53 views

Rigorous example of early graphics system

Here is a paragraph of Shreiner and Angel's Interactive Computer Graphics: "Early graphics systems used general-purpose computers with the standard von Neumann architecture. Such computers are ...
Sam's user avatar
  • 101
0 votes
1 answer
167 views

Can I copy one texture to another perfectly with texelFetch()

Imagine I have two uncompressed, 2D textures A and B with identical sizes and formats. I bind A to texture unit 0, and B to a framebuffer object. If I draw a full-size polygon in that framebuffer with ...
Chifti Saidi's user avatar
0 votes
1 answer
55 views

Recursive sampling in Marching Squares

So I just saw a video on Marching Squares by reducible, and I thought of a straightforward optimisation, but I couldn't find anything about it online. Basically here's the idea - Start with a fairly ...
TanejaTj's user avatar
0 votes
1 answer
93 views

With a light source at (0,2,0) and unit cube (from [-1,1]) using a given shading formula, how is the r,g,b for each surface calculated?

The above problem is from a past Computer Graphics exam. I am particularly confused about the explanation given, firstly for the top and bottom planes (since the direction of normal for top plane ...
LC796's user avatar
  • 3
2 votes
2 answers
234 views

How do I evenly subdivide the projection of a circle in 3D?

I want to draw a circle in 3D from line segments. There are plenty of examples how to do this with an even number of subdivisions in 3D space, but I want the minimum number of subdivisions to produce ...
user1387's user avatar
  • 121
0 votes
0 answers
45 views

Raytracing Diffuse Function not Working as Expected

I am trying to write a raytracing renderer using compute shaders in Metal. My implementation is based off of Peter Shirley's Raytracing in One Weekend: https://raytracing.github.io/books/...
oli2's user avatar
  • 1
0 votes
2 answers
89 views

How to extract region inside a loop on sphere

The input is a sphere(defined by radius and center) and a loop defined by a set of points(unordered, illustrated in cyan in the image above) that satisfy the implicit function of the sphere. How can I ...
veggieg's user avatar
  • 31
0 votes
0 answers
48 views

Given 2d control points, how to write a vertex shader that evaluates a cubic bezier curve?

I need to write a program that evaluates a cubic bezier curve, using threejs and vertex shader. I tried to calculate the bezier curve based on the x axis and the control points using the cubic bezier ...
Jonas's user avatar
  • 111
0 votes
1 answer
420 views

OpenGL compute local size vs. performance

Does anybody know if using very small local sizes in compute shaders will hurt performance? eg. If I do this in a shader: ...
Chifti Saidi's user avatar
0 votes
2 answers
258 views

OpenGL compute for sizes that aren't a multiple of "local_size"

I've been going round in circles trying to understand OpenGL compute shader "work groups" and it's doing my head in. It's all about as clear as mud. In my compute program I have to set a ...
Chifti Saidi's user avatar
0 votes
0 answers
56 views

Interpolate Gradients to Vertices of triangular mesh

A well known way of interpolating the gradient field of a scalar field onto faces of a triangular mesh uses the following formula (source: https://www.cs.cmu.edu/~kmcrane/Projects/HeatMethod/...
Ian_L's user avatar
  • 1
1 vote
1 answer
57 views

Numerically integratable fog volume feathering along a ray

I haven't been able to come up with a good solution for this myself, so I thought I'd ask if anyone else has any good ideas on how to approach this problem. Here's more or less what I'm trying to do ...
smootherstep's user avatar
0 votes
0 answers
56 views

Why do I get a black scene in OpenGL in Python?

I'm building a scene: a cylinder, and a torus and an icosahedron spin around it, enter the fog and exit the fog. Using a file with a fog texture (any). However, I get a black scene at the exit - why ...
Alex_Kazantsev's user avatar
1 vote
1 answer
75 views

Partial Workgroup release of compute shaders?

When using compute shaders, some workgroups can be faster than others, for example when all invocations within one group go into the 'if' case, where on another workgroup the invocations go into the '...
Thomas's user avatar
  • 1,136
0 votes
0 answers
58 views

Calculating world coordinates of a pixel from a camera picture

Sorry for this question. I know there are many similar questions but I really know nothing about math that involves this case. I have a picture taken from a camera. I know some information about this ...
Magno C's user avatar
  • 101
1 vote
1 answer
80 views

Graphics API and double precision

For scientific reasons, we have to use doubles in our shaders. We don't need to talk about trying to store data in floating point numbers and so on. I know there is special GPU hardware for double ...
Thomas's user avatar
  • 1,136
1 vote
1 answer
200 views

Workgroup size performance change?

I know, that when using compute shader, the invocations should to be grouped with respect to a multiple of the hardware minimum workgroup size (Nvidia 32, AMD 64). Otherwise cores are blocked. In case ...
Thomas's user avatar
  • 1,136
1 vote
1 answer
51 views

Distortion or Aliasing of a UV Sphere

I am trying to map a texture on a UV sphere. I created an algorithm to generate the vertices of the sphere and the UV texture coordinates for each vertex. How I do fix the distortion or aliasing? The ...
Learning CG's user avatar
3 votes
0 answers
54 views

Intel UHD extremely slow copy operations

Is there a way to make copy operations such as CopyResurce(d3d11) and glBlitFramebuffer(ogl) on multi-sample resources faster ...
leone ruggiero's user avatar
2 votes
2 answers
192 views

3D triangle rasterization to voxels

Is there an algorithm to rasterize triangles into voxels (3D, not 2D) that is linear in the amount of voxels in the output? I.e. given a triangle and a grid, generate the exact voxels that the ...
Makogan's user avatar
  • 1,696
1 vote
0 answers
99 views

GLSL : Extremely slow compilation when using loop

I am making multiple gradients with GLSL. However, when I started using a loop instead of a lengthy else if condition, the compile time jumped from 2-4sec to 40sec !...
Ambroise Rabier's user avatar
0 votes
1 answer
25 views

Is there a way to automatically optimize imags based on predefined marker on image?

Color correction is tricky. It's always a lot of work to make everything look same. I have multiple products (clothing) to take a picture of. One is 100% red, other 100% Orange. Some are multicolor ...
Grzegorz's user avatar
  • 103
0 votes
1 answer
90 views

Parametric equation for Catenary curve between two Points

I have two points in 3D space, A and B. I need to have a parametric equation of the catenary curve such that: Cat(0) = A, Cat(1) = B, Cat(t)= f(t, A, B) How can I derive the function f
Argha Chakraborty's user avatar

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