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Is there ongoing research on Markov Chain Monte Carlo algorithms (other than Metropolis-Hastings) for use in ray tracing?

Metropolis Light Transport is an application of the Metropolis-Hastings algorithm. Its variants differ only in the used "mutation strategy". Is there ongoing research on other Markov Chain Monte Carlo algorithms (with faster convergence rates) for…
0xbadf00d
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Why isn't multi-gpu handled by the driver?

I hope I'm not off topic here, but this seemed like a good place to ask something like this. I've been hearing about SLI and Crossfire for a long time and how support for it is lacking. I never could understand why were the developers ones that…
Karlovsky120
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Calculate the average color of an image

I want to calculate the average color+opacity of an image. First I thought about just averaging all ARGB values component-wise, but this got really dark on images with a lot of transparency. I also don't think mixing RGB colors is a good idea in…
piegames
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Path Tracer - sampling dimensions confusion

Suppose my path tracer is shooting 64 rays per pixel (in an 8x8 grid). The confusion is, when accounting for Global illumination, should I shoot additional X number of random rays for each of those initial 64 rays? This would equal to shooting 64 *…
gallickgunner
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How does a path tracer with next-event estimation work?

I am trying to implement a simple path tracer with next-event estimation in Java. The general idea is to trace a ray through the scene as usual (using a cosine distribution to determine the next random direction at every bounce), while also taking…
Jeroen
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drawing NURBS: knots, multiplicity, divide by zero?

I'm trying to grasp how NURBS curves work. I think I understand the principle, but I'm unsure about the formula. Here, I base myself on this course. From a DXF file, I got the following parameters: knots (7): [0,0,0,0.5,1,1,1] degree: 2 closed:…
tgirod
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How do I interpret the format of the .flame files used by apophysis?

I pulled a .zip file from https://www.deviantart.com/clairejones/art/Apophysis-Starter-Flames-V-67029474 and the file I was interested was the .flame file which contains parameters for several different Fractal Flames. One of them looks like…
Mutant Bob
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Importance Sampling in Unreal Engine Formula Derivation (Irradiance term)

I am currently trying to understand IBL in Unreal Engine, and there are so much things that I don't understand about the formula. Unreal approximate the specular term of shading equation by doing split sum approximation. This is how unreal…
kevinyu
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How to avoid slowdown with 25-30 students running simple GPU kernels on 4 GeForce GTX 650 Ti s?

So I'm teaching crash-course in CUDA that teaches students how to write good GPU code (CUDA 7.5 in this case). They kernels they will be running will do matrix multiply on 2048x2048 floating point matrices, some kernels involving multiple blocks and…
lil' wing
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Circular pattern aliasing in voxel ray tracer

I am doing a voxel based raytracer. In other words, I first voxelize the scene using rasterization and I proceed to raytrace the volume in a 3D image to generate a final frame. Currently I noticed a circular pattern aliasing and I am not sure what…
Makogan
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How to solve Z buffer artifacts

I am currently rendering a scene in the most standard fashion possible (triangle projection and Blinn-Phong for shading) However I am getting some artifacts: As you can see the lion head is not rendered properly. Moreover, the artifacts are…
Makogan
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Weird artifacts in my ray tracer

I am getting weird artifacts in my simple ray tracer that I made using the book Ray Tracing in One Weekend by Peter Shirley. Example: (circular pattern on the ground and black tint on the spheres.) I suspect these artifacts are due to hit point of…
user9002
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Why does _ray_ tracing work?

Perspective projection (or at least non-orthogonal) is by far the most common in photo-realistic graphics. When we use perspective projection, the (equally thick) slices of volume visualized by each pixel get larger with the distance. But with ray…
Ruslan
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Alpha blending in linear colour space

I've been making a simple game in OpenGL, and implemented a screen fade-out using the old 'draw a black fullscreen quad and ramp up the alpha' trick. I'm doing all my shaders in linear space and using GL_FRAMEBUFFER_SRGB to automatically apply…
russ
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Where do computer graphic engineers look for job ads?

This is kind of a meta-question: We are a neuroscience lab looking for an engineer to develop virtual environments for experiments. Since it's not our usual field of job advertisement we do not know where computer graphics people usually look for…
fabee
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