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1500 questions
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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
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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…
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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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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
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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…
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
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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
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3
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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
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3
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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…
3
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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
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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
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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…
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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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
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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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