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Many game engines have texture streaming, which means that not all mip levels of each texture are loaded at all times. The game engine will track which textures are in view and how close up they are seen, and will dynamically load and unload mip levels in an attempt to provide enough detail for the current view, while staying within a fixed VRAM budget. This ...


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The pdf with respect to solid angle (area on the sphere) is $D(h) \cos \theta \, \mathrm{d}\omega$, but then when you go to sample it in terms of spherical coordinates, you must include the $\sin \theta$ factor. $$ \mathrm{d}\omega = \sin \theta \, \mathrm{d}\theta \, \mathrm{d}\phi $$ If you imagine choosing sample points uniformly in $(\theta, \phi)$ space,...


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I only discovered there was name for it last Siggraph despite it being around, here is good introduction https://diff-render.org/ with lots of references to more specialized topics. Can somebody confirm this phd thesis the earliest work on it? https://www.graphics.cornell.edu/pubs/1998/Mar98.pdf


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You can approximate the view of a hypercentric camera with an ordinary 3D perspective camera if you are able to manipulate the projection matrix, and/or reverse the direction of the depth test. In a hypercentric perspective the camera rays converge at a point in front of the camera. This is just the same as a regular perspective camera but with the direction ...


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The answer is yes. You need 2 things: View space coordinates of the object Projection function for the hypercentric perspective camera. The second one can be found in here. The overview of the model Here is a small discription in case the link goes away. You project the point using this $\begin{aligned} \left( \begin{array}{@{}c@{}} x_\mathrm {u} \\ y_\...


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I'm not sure of the current state of the art, but this style of drawing windows with rounded corners originated in the NeWS graphical environment for Unix workstations. And it was accompanied by an additional nonstandard operator arcto into Sun's customized PostScript dialect which was then adopted into PostScript Level 2. x1 y1 x2 y2 r arcto xt1 yt1 xt2 yt2 ...


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