Unanswered Questions
951 questions with no upvoted or accepted answers
16
votes
0
answers
769
views
What exact algorithm and parameters reproduce L-system plant growth figure in Algorithmic Beauty of Plants
I am interested in duplicating a figure (shown below, ch 1 fig 1.21) in the book Algorithmic Beauty of Plants. The book is available here
http://algorithmicbotany.org/papers/#abop
This image appears ...
14
votes
0
answers
580
views
Problem with definition of BSDF and radiance
When I was reading theory behind physical based rendering I noticed that definition of BSDF and radiance has some problems. For example BSDF of purely specular surfaces is zero almost everywhere and ...
13
votes
0
answers
1k
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Why does increasing simplex noise dimension wash it out?
I just tried using this approach to create a tiling 2d simplex noise function with Gustavson's java implementation. The result tiled, but the texture seemed muddy / washed out.
I decided to compare ...
12
votes
0
answers
809
views
How correct is rendering in XYZ / linear RGB space?
I have a spectral power distribution (SPD, 5 nm steps) for all light sources in the scene and SPDs for the reflectance of all surfaces under any light / viewer angle in question.
I'm going to ...
10
votes
0
answers
160
views
How to describe the bi-directional links for the Weiler-Atherton algorithm?
My postscript interpreter currently implements the Hodgeman-Sutherland clipping algorithm but this is limited to simpler shapes and doesn't have a provision for utilizing various winding-number rules. ...
9
votes
0
answers
2k
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Diffuse BRDF component of the Disney BRDF
In the SIGGRAPH course:
BURLEY B.: Physically Based Shading at Disney, SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production, 2012.
it is mentioned that some BRDF ...
9
votes
0
answers
264
views
Help with start up bias in Metropolis Light Transport
I'm trying to implement metropolis light transport based on this paper, and I have the basic thing working. I run the algorithm multiple times with different starting points, add the results for each ...
9
votes
0
answers
505
views
WebGL packing/unpacking functions that can roundtrip all typical 32-bit floats
I have a WebGL circuit simulator. One of the problems it has is that, due to using quite a lot of intermediate float textures as it simulates, it doesn't work on various mobile devices. They only ...
9
votes
0
answers
468
views
3D mesh segmentation simple algorithm
I am developing the algorithm reported in this article:
Least square conformal mapping.
Here is presented an algorithm to flat a 3d mesh on the parametric space, but i don't understand the ...
8
votes
0
answers
675
views
Code runs differently on different hardware
I wrote a 2D fluid-solver in OpenGL (code here) some time back.
While it runs flawlessly on my onboard Intel GPU,
the simulation very quickly "blows-up" when same code is run using nvidia card :
...
7
votes
1
answer
596
views
How to match Blenders polynomial lens distortion model with GLSL?
I'm trying to re-implement Blenders (libmv) polynomial lens distortion model using shadertoy, in order to apply the lens distortion in another application ideally by generating a STMap for that. I ...
7
votes
0
answers
242
views
Supersampling HDR
I'm encountering some issues supersampling in HDR for an SDR result and was curious what the usual method for doing this is. Notice how pixelated the edge of the white sphere is.
Here's how I render ...
7
votes
0
answers
2k
views
Bump mapping a ray-traced sphere
I'm attempting to apply a height map to a ray-traced sphere. The height map is stored as a texture. I have the intersection point on the sphere $p$, and I compute the normal vector at that point $N = ...
7
votes
0
answers
662
views
Perspective-Correct Texture Mapping
I am working on a small rendering engine for a personal project and I am having issues with the texture mapping part of it.
It seems to work for some cases, but not for others. For example, when one ...
7
votes
0
answers
250
views
Cannot use more than a couple of MB in a shader storage buffer
I am implementing a simple ray tracer with OpenGL. I have a shader storage buffer with all the triangles so I can test them for intersections in a compute shader. It works fine up to a certain buffer ...