Change the output of the vertex shader to out vec3 dataArray; and the input to the tessellation control shader as in vec3 dataArray[]; That should work. Alternatively you could also define the ...

The noise is defined using a rectangular regular lattice. This lattice contains cells in which the noise is evaluated using the four corner points of this cell. At every point of the lattice a pseudo-...

Observe that you can construct another graph by connecting the centroids of faces with centroids of adjacent faces. This is known as the dual. The edges of the graph between the centroids can be ...

What you are looking for is saliency and in the context of computer vision/image processing saliency maps provide a measure of this on a per-pixel basis.

The procedure only works for closed meshes or closed parts of a mesh with boundaries. For vertices $V_{i}$ on the boundary of an mesh you have to use the following rules: $$V_i = \frac{V_{i-1} + 6 V_{... View answer 1 votes The cube-like mesh shown in the images is a non-manifold mesh. Officially half edge data structures do not support such a topology. However, this case can be supported by continuing the boundary half ... View answer Accepted answer 2 votes As mentioned in the paper PN-triangles are only C^0 smooth with respect to adjacent triangles (although they are G^1 at vertices). This means that a PN triangle mesh is continuous in position, but ... View answer Accepted answer 0 votes Since this is linear interpolation it boils down to solving a linear equation y = a + b t You can substitute the following y = y_s, a = y_1(intercept) and b = y_2 - y_1 (slope) to get the ... View answer 3 votes A simple example of taking a the derivative of a B'ezier curve can be shown using a cubic curve.$$C_3(u) = \sum_{i=0}^3 B_{3,i}(u) P_i,$$where u \in [0,1] and B_{n,i} = {n \choose i} u^i (1-u)^{n-... View answer Accepted answer 2 votes It seems to be just a scalar Bezier function to me, where the second coefficient is determined by a$$(1-x)^2 + a 2 (1-x) x, here $a \in [0, 1]$ is a normalized percentage. This gets you pretty ...

What you are looking for is semi-sharp creases. You can find it in section 3 of this paper: https://graphics.pixar.com/library/Geri/paper.pdf Basically, each edge is given a sharpness value $s$. This ...

If require that all faces have the same number of sides $s$ and require that all vertices also have a certain valency $t$. We see that the following relation between edges, and faces hold for a ...

What you are talking about is transform feedback. With transform feedback you can capture primitives (vertices, triangles, lines) in a buffer such they can be used in subsequent draw calls. You don't ...

No, you do not need to unbind the VBO's. VBO's are only added to the state of the VAO when that VAO is bound. So any previously bound VBO's will not alter the state of the VAO that you are going to ...

The subdivision schemes are not arbitrary. Catmull-Clark, arguably the most used subdivision scheme, generalizes bicubic B-splines to meshes of arbitrary topology. Most, other subdivision schemes ...

Computing exact derivatives of Gregory patches is hard due to the rational blending that occurs for the inner control points. Many people thus opt for an easier solution where the rational blending ...

You could try the FiberMesh technique. Fibermesh takes 3D input curves and interprets them as the contours of the surface. It then creates a smooth surface by using an optimization technique. Here you ...

Why don't you just use Perlin noise twice on the same grid, or volume? Each with slightly different parameters (a phase shift, or different pseudo-random vectors). In this case both component of your ...

What you are looking for here is instanced rendering. Instanced rendering coupled with attribute divisors is a very powerful tool to render multiple copies of the same object using only one drawing ...

Subdivision can be used for curves in 2D just as easily as for surfaces in 3D. Usually the subdivision algorithms applied to 2D are called subdivision curves. Subdivision curves do not suffer from the ...

Both T-splines and subdivision surfaces are capable of handling an arbitrary topology input mesh, whereas NURBS can only handle meshes with regular topology. Complex NURBS objects are therefore made ...

Typically, texture coordinates are interpolated from the vertices of a triangle during rendering. This can be seen in two ways. evaluating your texture at vertices and the interpolating the result or ...

Worley noise, also known as cellular noise, has the same property. It just as easily implemented as Perlin noise and easily extends to higher dimensions. Thus the slicing of 4D Worley noise will ...

glDrawElements specifies the second argument to be the number of elements to be taken from the buffer of indices, not the number of vertices. The correct number would be the number of triangles times ...

I don't know of any software that could do this for you. However, it should be possible to reverse engineer the colour map to create a kind of look-up table structure. First, take a one pixel wide ...

Quadrilateral basis functions can be calculated using an outer product of the basis of two linear functions (1-r, r) and (1-s, s). The same thing does not apply for arbitrary $n$-sided domains. For ...

You could calculate the midpoints of the segments between the vertices (atoms) of the icosahedron. These are the positions of the cylinders. You would then need to determine the orientation and scale ...