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1500 questions
3
votes
0 answers
How can you avoid thin triangles in a parametric shape in a smart way?
I have created a closed 3D mesh using a parametric function. The shape is constructed by taking an arbitrary closed b-spline and scaling it based on one of the parameters (similar idea to a parametric sphere, except that rather than drawing circles…

Makogan
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3
votes
1 answer
Rendering Fluid Simulations?
I've read about Lagrangian and Eulerian fluid simulations and here's what I take from their methods:
Lagrangian - Simulating fluid particles by calculating displacement for each particle
Eulerian - Simulating fluid particles by calculating…

Kukuh Rahmat
- 33
- 3
3
votes
1 answer
How do I convert a hit on an infinite plane to UV coordinates for texturing in a Raytracer?
I am trying to convert a ray hit on an infinite plane, defined by an origin and a normal vector, into UV coordinates, so I can find the appropriate texel at that point.
Code I have is close to functional, however, when the plane has a normal of (0,…

Czorio
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- 3
3
votes
1 answer
Smooth shading on sphere approximation
In what way is a "cheat" when using smooth shading on a sphere approximation?
I'm not understanding how it's a cheat to use smooth shading on this?
Other questions that are lead after this may be:
Why does it look better than the Gouraud Shaded…

user9778
- 191
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3
votes
1 answer
Do I need separate Graphics and Transfer commands?
I was following this tutorial on Vulkan https://vulkan-tutorial.com/Vertex_buffers/Staging_buffer and I decided to do this bit:
The buffer copy command requires a queue family that supports transfer operations, which is indicated using…

Măcelaru Tiberiu
- 133
- 1
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3
votes
1 answer
Ask for help on understand an algorithm which combines stratified sampling and importance sampling of Monte Carlo
I cannot understand an algorithm which combines stratified sampling and importance sampling of Monte Carlo. It is introduced in Page 73 of a textbook "Advanced Global Illumination", 2nd edition, written by Philip Dutre, Philippe Bekaert and Kavita…

user5280911
- 193
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- 3
3
votes
2 answers
Luminance and Radiance in computer screen
I am currently building a graphics engine. I have a slight confusion on the imaging pipeline of computer screen. My question is how does computer transform the colour in the final frame buffer to radiance on the screen. My assumption is that the…

kevinyu
- 493
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3
votes
0 answers
ray-triangle intersection precision - c++
I'm building a software renderer but I think there might be some problem with my ray-triangle intersection accuracy.
I implemented the algorithm referring to pbrt-v3 without some components which I think have little influence on the intersection…

jinglei
- 293
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3
votes
0 answers
Can you disable strip cutting (AKA primitive restart) on Direct3D 11?
Line strips and triangle strips are drawing modes supported across 3D graphics APIs, such as OpenGL, Direct3D, and Vulkan. When using indices to control drawing, a more recent feature is "strip cutting", also called "primitive restart", whereby a…

Roger Sanders
- 131
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3
votes
1 answer
How to apply wire texture for realistic rendering of embroidery?
I am building an algorithm which takes a bitmap image as input and render the image as an embroidery design.
The different steps are :
Vectorize the image, I keep only 5 colors (Done)
Generate
stitches lines (Done)
Apply wire embroidery…

pensfute
- 131
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3
votes
0 answers
Merging/Clipping Signed Distance Fields
I have multiple separate shapes for which I have generated signed distance fields by merging and clipping them against each other. Is there a generic analytical solution for merge and clip operations of signed distance fields?
For example, the…

MooseBoys
- 131
- 3
3
votes
0 answers
Sample color calculation in rotated grid supersampling
I'm rendering a scene using scanline method. In order to get rid of aliasing we need to render a scene with higher resolution (2x, for example). I'm trying to figure out how to calculate the color of a sample when it is not taken from the center of…

Paviel Kraskoŭski
- 131
- 2
3
votes
1 answer
Repeating alpha over/under operation multiple times
I have two RGBA colors in linear [0..1] space, src and dst and I want to alpha blender src over/under dst n times. Of course, I could call the respective operation n times using the result from the previous one (which is what I am currently doing),…

piegames
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3
votes
1 answer
Infinitely long 3D model
Let's say that I want to render something like Dimmadome's hat, a hat which has the height of infinity.
A quick answer to this would be to place the top side of the hat high enough for the crown(cylinder) to be cropped(like y=9999999...) half way in…
user8054
3
votes
0 answers
Possible approach for product mockup creation including distortion created through perspective
I am not an expert in 3D nor computer graphics. Please forgive me if I use wrong wording.
High level problem description: For an online shop, I would like to create mockup images of apparel (t-shirts, tank tops, hoodies) with a print placed on them.…

andreas
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