All Questions

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

Compute shader only 5 times faster on the GPU than on the CPU

I'm running following compute shader in Vulkan. worldImage is device local memory that holds the world. resultImage is reference to the memory of the swapchain image: ...
2
votes
0answers
23 views

Pitfalls of animating with quaternions

When working with animating a rig, quaternions are often used for rotations. However sometimes we need to clear rotation along given local axis of a joint. With quaternions it's not as simple as just ...
0
votes
2answers
46 views

Convert triangulated object to a polygonized object

Is there an efficient algorithm to convert a 3D object described with a set of triangles to a 3D object described with a set of polygons. Polygons can have an arbitrary number of points, more is ...
0
votes
0answers
12 views

Image contribution function and reconstruction using filters

So I've been reading Physicall Based Rendering which in section 16.4.3 defines the "image contribution function" to be the following $$I_j = \int_\Omega h_j(X)L(X)d\Omega$$ where the variables are ...
1
vote
0answers
35 views

Help with understanding the look-at function (the view matrix)

I've been reading this article about the look-at function. I don't understand the part when they're trying to inverse the matrix N. They say that R is orthogonal because all its row and column ...
0
votes
1answer
34 views

Only each third image in swapchain is being used, causing flickering

I've managed to write a "small" Vulkan program that outputs a solid color using compute shader directly to swapchain. However, it doesn't work properly. ImageMemoryBarriers I've setup don't ...
1
vote
0answers
27 views

Weird glColor3f results in framebuffer objects

The code is glColor3f(1, 1, 1); gluSphere(gluq, 0.2, 10, 10); glColor3f(1, 0, 0); glTranslatef(1, 0, 0); gluSphere(gluq, 0.2, 10, 10); In short, when I draw ...
0
votes
0answers
19 views

How do I automate projecting a 2D vector image onto a 3d curved surface plane? [on hold]

I am creating a workflow consisting one or more tools to wrap or project 2D vector images onto a 3D surface plane. The process is as follows: Convert image in a vector format (any format compatible ...
2
votes
1answer
29 views

Use glTranslatef and shaders?

In newer OpenGL it's encouraged to use shaders and pass the model-view-projection as parameters. But what if I drew a complex object, and wanted to translate/rotate it and draw many copies? For ...
0
votes
0answers
10 views

Area of a mesh patch given the corners

I have a mesh $\mathcal{M}$ and 4 vertices $v_1, v_2, v_3, v_4$, I know the connectivity but not the geometric path. $\mathcal{M}$ is a single connected component (with no holes). What's the quickest/...
1
vote
1answer
37 views

Diffuse lighting calculations in ray-tracer

I am trying to write a ray-tracer. The lighting part is proving to work but not accurately. To debug I simplified the scene to a single sphere centered at the origin with a radius of 1 and a point ...
1
vote
1answer
45 views

Strange sphere reflection effects in ray tracing project. I cannot figure out what causes them

I started a ray tracing project in Python. I made a CUDA kernel and a trace() function for each pixel. It works perfectly when calculating intersections, shadows and lambert shading, however when I ...
0
votes
0answers
28 views

How To Upgrade My Intel Graphics Driver? [on hold]

I have Ubuntu 18.04. When I run glxinfo | grep OpenGL, I get this: I have OpenGL 3.0 but I want this to be upgraded to OpenGL 3.1+. I tried to do what was advised in https://askubuntu.com/questions/...
2
votes
0answers
43 views

Screen space reflections become warped when looking up or down

I have been experiencing issues over the past few days with implementing SSR on water into my engine. Looking straight forward, it appears to be alright. However, when I look up or down, the ...
1
vote
0answers
19 views

Boundary Smoothing Algorithms

I have a 2-manifold with boundary, built with marching cubes. Are there any well-known algorithms for smoothing its boundary edges? Most of the papers I found are concerned with smoothing the surface....
2
votes
1answer
54 views

Represent shape as particles

Input: Triangles which make up an arbitrary shape. Each triangle is represented by 3 3D points. Output: A set of particles which fills up the inside of the object (see image). I have read the ...
2
votes
0answers
38 views

Out of core rendering

Suppose there is a frame, which is larger that the device memory (I mean, dozens of Gb). And I would like to render to it from a set of textures, which is larger than the host memory (I mean, dozens ...
1
vote
0answers
19 views

Volume of Intersection of Cube and Sphere

Is there any way to compute the volume when a sphere intersects a AABB(cube), with different centers. Also i want to be able given a percentage of sphere's volume to to place the sphere's center in a ...
0
votes
1answer
25 views

Access frames of livestream

A friend of mine offers a live-stream via TCP. I can view the live-stream in a browser by fetching it via web-socket. What I want to achieve is to segregate the video into frames. Furthermore, the ...
1
vote
1answer
44 views

Camera position in vertex shader

in the vertex shader I have the vertex position vpos which is in object space and I want to get the vector going from the camera to ...
0
votes
1answer
66 views

How can i create a 3D Sphere(earth) using OpenGL, GLFW, GLAD, GLM?

Please help me out with this thing and currently i am a little more than a beginner so please tell me in that context. i don't need any obsolete methods for creating this like using GLUT or GLEW.can ...
0
votes
1answer
46 views

Pseudo rounded cube in OpenGL

If I have a cube in OpenGL, how can I have it appear like rounded? I think it's too complicated to really have the cube rounded so is there any "light trick" to have something like this: The cubes ...
4
votes
0answers
56 views

Proper way of consuming stratified samples in path/ray tracing

I'm working on a (toy-level) path/ray-tracer, currently trying to implement (and understand) improved sampling strategies. The obvious next choice after uniform random sampling would be stratified/...
1
vote
1answer
29 views

Is there a list of OpenGL extension support?

I am looking for a list that states which vendor does support which OpenGL extension. For example I wanted to use ARB_shading_language_include, which was accepted ...
0
votes
0answers
19 views

Nomenclature problem: what to call a graph format

(This may be the wrong group to ask in. Am open to suggestions.) I've been trying to graph a dataset of x1,y1-x2,y2 pairs. Each pair has an id and each id has information and style attached. So far ...
2
votes
0answers
70 views

The termination probability of Russian roulette in PBRT

As described in PBRT 14.5, the path tracer stops bouncing rays at a probability q, which is determined by the throughput of the path. ...
1
vote
0answers
38 views

Which is more important : Texel or Pixel rate? [closed]

I would like to know which is the most important ? More particularly in games or for the display of a desk (ex KDE Plasma, Windows 10 ...) ?
1
vote
0answers
18 views

Cannot use variable as texture sample value - HLSL DirectX11

I ran into strange problem. My HLSL VS won't compile for given lines: ...
1
vote
1answer
56 views

Is it possible to do color conversion on decoded video without getting it from GPUmemory to CPU memory?

Decoding video will result in different pixel formats on different GPUs and drivers. I have an application which can render (using OpenGL), only the RGB8 pixel format, therefore I need to do color ...
0
votes
0answers
34 views

Pixelated /aliased /blurry edges in volumetric rendering

I have been trying to implement a simple GPU based volumetric renderer, somewhat similar to described here. I conceptually understand most of the stuff, and implemented some code, but my results are ...
0
votes
0answers
18 views

Mathing gl_PerVertex declarations

Half a year ago the vulkan validation layer of matching the declaration of gl_PerVertex between shaders (e.g. vertex and geometry). Hence following pair of shaders now throws a validation error: <...
2
votes
1answer
98 views

GLSL Compute Shader doesn't run for large inputs

The shader takes an SSBO of Photons that have a position, direction, wavelength and intensity and each thread is responsible for tracing exactly one photon through the grid, where at each grid cell ...
0
votes
0answers
23 views

Customized editing of a 2D bitmap

Please excuse this basic question, as I'm new to computer graphics. Let's say I have a sprite that looks like below. I wish to programmatically transform the sprite such that the bitmap looks like ...
1
vote
1answer
74 views

Regular voxel grids and RTX accelerated ray tracing

I've been looking to play with ray tracing, starting with a simplest of minecraft clones (making something more akin to cave game, for starter). I figured I'd define a voxel as a primitive and then ...
1
vote
1answer
47 views

Wrapping normals around a sphere

I'm using a vertex shader to effectively wrap vertices on a sphere. Starting with world_position already after multiplying the vertex by the model transform matrix ...
2
votes
1answer
36 views

Async readback storage buffer

Every frame I dispatch a compute shader which write data in a storage buffer. The cpu needs to readback this data and use it. I would expect this to work : ...
0
votes
0answers
23 views

How can I create multivariable function plotting software

I have finished Dennis Ritchie's C book, and I would like to create my own plotting software for enhancing my programming skill,I want sources,books or anything to reach this goal.Thanks for answers.
0
votes
1answer
47 views

Microfacet BRDF artifacts

I've been trying to implement a microfacet specular BRDF based on the equations in Real Shading in UE4, but I'm getting weird ring-shaped artifacts in the highlights of rough surfaces: Here's the ...
3
votes
1answer
73 views

Rendering equation in terms of paths rather than directions

Path tracing seems to perform Monte Carlo integration where the space being integrated over is the space of paths (e.g. chains of rays) but the rendering equation is stated in terms of outgoing rays. ...
0
votes
1answer
33 views

Physically realistic received irradiance values given some BRDF?

I am trying to simulate the actual response of a camera given some object that is reflecting light. I've written a ray tracer, and have a BRDF that I need to use, and I have a camera sensitivity in ...
2
votes
0answers
39 views

Vertex positions from particle position

I have a question about Nvidia Flex or any particle based simulation in general: The particles are created by sampling the mesh, which can result in fewer particles than there are vertices in the ...
0
votes
0answers
23 views

Application of parallel transport in computer graphics and mesh processing

Does anyone know what applications has the computation of a parallel transport on a mesh? I'm talking about methods such as this one
1
vote
0answers
37 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 ...
2
votes
1answer
59 views

Offline path tracer produces a darker image than expected

I've been going though Peter Shirley's beginner raytracing books. Upon building the Cornell box and rendering an image, I get a much darker / dimmer image than expected. The color values are ...
0
votes
0answers
40 views

Moving a sphere in a basic ray tracer

I have written a really basic ray tracer. It generates primary rays and sets the colour of the pixel to the colour of the object that I have set myself. The code for which can be seen below. ...
1
vote
0answers
20 views

Mitsuba builds targets with scons but throws “undefined symbol” error when trying to render scene

I am trying to implement a custom add-on for Mitsuba, but when I use the Heightfield I have defined in another function call(WaveBrdfAccel) in main.cpp it compiles without any problems but when I try ...
3
votes
0answers
24 views

What expectations should I have of large (> 2 GB) file support in common mesh workflow tools?

I have an experimental workflow that involves very finely subdivided meshes, above the 2 GB limit where signed 32-bit integers stop working, which often causes problems for various tools. I would need ...
1
vote
1answer
55 views

light probe (for global illumination) placement techniques?

I'm learning light probes used for dynamic global illumination. I have a question regarding the placement of light probes, as based on most of the pictures I have seen, they seem to be placed ...
2
votes
0answers
39 views

Communication between vertex shader executions

Look at this vertex shader: ...
1
vote
0answers
36 views

Reddish tint with spectral renderer

I'm trying to implement a spectral path tracer and comparing results from my program with renders of the same scene done with pbrt and ...

15 30 50 per page