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1500 questions
3
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1 answer

Please, help me to understand why my raytracing camera rotates in wrong directions?

I'm trying to build a raytracer and I use this article on how to build camera system. The problem is that when, after calculating ray direction in camera space, I multiply it by camera-to-world transformation matrix and my camera seems to rotate in…
Roadmap
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Phong BRDF in Mitsuba, Tungsten and AGI

In the book AGI (Advanced Global Illumination), the Phong BRDF is $f_r(x,\Psi\leftrightarrow\Theta)=k_s\cfrac{(R\cdot\Theta)^n}{N\cdot\Psi}+k_d$ $k_d=\cfrac{albedo}\pi$ In Mitsuba and Tungsten, the Phong BRDF is…
chaosink
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3
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2 answers

How does UnrealEngine handle depth?

Today I found something really interesting (I've never seen something like that). While debugging the buffers used in lightning, I see that the depth information is stored in what looks like cascades of depth. What's going on there? Is that a…
Nacho
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can half of a picture be processed and viewed?

Lets say i have a picture. I send it to a server. While sending it to the server half way the upload gets canceled. Now the server has half or some of the picture. Now is there a way in which this can be processed and viewed. Are there any formats…
user7115
3
votes
3 answers

Point of view and rotation

Two questions which cross over maths/3D imaging/computer science. I'm trying to describe a point of view of an item in a 3d space and subsequently its rotation in a paper I'm writing. Versions I've had read have confused readers. The scene is as…
3
votes
1 answer

human visual: relation of Distance and DPI

I was told that human's visual sharpness is 60 pixels per degree. As such, pixel per inch is approximately given by: PPI = 1/ (Distance * tg((1/60*pi/180) ) Is this formula fully correct? (I saw similar, but slightly different versions). How is…
angel_30
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3
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1 answer

Most efficient way to render many OO meshes in OpenGL

I am writing a large 3D game in Java with OpenGL. Question #1 As of now, I am rendering my 3D objects using a Model class that I defined. This class contains vertex, color, model matrix, code (a custom attribute I defined), and index arrays. I…
clabe45
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3
votes
1 answer

Correct way to set normal strength

I am working on a normal mapping. I need to have the ability to scale normal vectors to adjust the normal strength of the surface. Currently the way I am doing it basically shows plausible results. But I am still not sure that it's 100% correct and…
Michael IV
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Beer's law in dielectric material

I am trying to implement Beer's law according to this page in dielectric material but I am not sure have done it correctly as the image does not suggest so. The formula is: I(s) = I(0) * pow(e, ln(A)*s) 'A' is said to be transmission coefficient…
ali
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1 answer

Do I have to have a buffer bound before making a draw call?

I have a very simple OpenGL program where the positions are embedded in the GLSL code. The vertex shader looks like this: #version 440 core uniform float offsetX; uniform float offsetY; out VS_OUT { vec2 tc; } vs_out; void main() { const…
Startec
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1 answer

How to correct point cloud distortion

I am using Unreal Engine to export custom render passes for the scene depth in world units. Every pixel in the render pass has a value which is the distance from the camera to that pixel in standard UE4 units. For example, a pixel with a value of…
kinkersnick
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3
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2 answers

Why do we multiply vertex from left side in vertex shader with matrices?

I have been learning OpenGL 3.3 and I saw this expression: gl_Position = projection * view * model * vertex I am confused because I read in some book that if the vector (vertex) is placed on the right side of the matrix then it would be a column…
videogamechef
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3
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Slope Based Texturing

On the main page for Allegorithmic's Bitmap2Material, it mentions that the software uses a Slope Based approach over a Luminance Based approach. What exactly does this mean?
Daniel Kareh
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3
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1 answer

Relationship between spatial frequency of an image and Aliasing

I was looking into measuring the amount of aliasing in an image. After reading through many papers and sites, I came to the conclusion that the best method to measure the amount of aliasing in an image is by utilizing the frequency domain. Is there…
3
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1 answer

How can I remove aliasing in an image without introducing blur?

I am trying to reduce aliasing in an image using some filters. I tried the Gaussian variant of filters to remove the said high frequency patterns in the image, but I feel it's a bit too much of a blur. I need a filter that can help me do some kind…