Tag: rendering

30 Albedo vs Diffuse 2015-08-26T20:05:29.413

22 When is a compute shader more efficient than a pixel shader for image filtering? 2015-08-05T09:30:30.980

21 Avoiding z-fighting with coincident surfaces 2015-08-07T07:38:01.290

18 How can virtual texturing actually be efficient? 2015-12-02T10:07:54.247

17 What is the "dipole approximation" for subsurface scattering? 2015-08-06T06:34:33.160

16 How do correlated samples influence the behavior of a Monte Carlo renderer? 2015-08-10T23:43:46.900

15 Difference between rendering in OpenGL and 3D animation software 2015-12-21T07:14:25.690

15 Is there a known linear "zero-overdraw 2D visibility" BSP algorithm, without using any intermediate data structures? 2016-02-06T00:32:49.593

13 What physical properties are “lacking” to keep this 3D scene from looking like a real photograph? 2016-06-03T06:48:37.310

12 What are some methods to render transparency in OpenGL 2015-08-09T08:29:04.527

11 What kind of technology would be involved in the rendering of human nails? 2016-04-20T06:59:31.810

11 Importance Sampling of Environment Maps 2016-05-04T21:54:04.517

11 Ocean Wave Rendering 2016-12-08T12:25:51.290

10 Trying to implement Microfacet BRDF but my result images are wrong 2015-08-09T10:18:03.970

10 Physically based rendering and ray tracing 2015-09-09T09:08:28.230

10 Compensation for energy loss in single-scattering microfacet BSDF models 2016-02-28T15:05:52.690

10 Correct Specular Term of the Cook-Torrance / Torrance-Sparrow Model 2016-09-04T12:24:58.883

9 Why do Vertex Buffer Objects improve performance? 2015-08-05T01:13:26.897

9 Efficient rendering with many light sources 2015-08-09T10:15:53.817

9 Fundamentally, how are 2D bitmaps rendered? 2015-09-27T05:14:24.863

9 Why for perfect reflections a surface must have G2 continuity? 2015-10-30T14:08:45.240

9 Loop performance in a shader 2016-03-08T15:42:51.960

9 How does the rendering equation incorporate shadowing 2016-05-08T12:23:55.243

9 Can (and how so) shaders paint screen pixels beyond those that occupied by the shaded mesh? 2016-05-17T16:33:28.920

8 What are the usages of software rasterization in modern game engines? 2016-01-07T07:42:51.627

8 How should I fill a shape consisting of Bezier curves and straight lines? 2016-01-11T20:09:00.557

8 Rendering equation - why unsolvable directly? 2016-07-07T18:25:37.150

8 searching for acceptable quality shadow mapping techniques 2016-10-06T22:13:29.590

8 Eye Parallax Refraction 2016-10-14T12:03:01.897

8 Area Lights in Path Tracing 2016-12-02T12:22:41.513

8 How to handle a parametric equation in raytracing? 2017-03-14T06:01:41.660

7 What is "Object Space Lighting"? 2015-08-29T15:15:24.327

7 Does PBR incur a performance penalty by design? 2015-10-03T15:44:17.840

7 How correct is rendering in XYZ / linear RGB space? 2015-11-05T10:08:52.910

7 What's the difference between irradiance and fluence/radiant exposure? 2016-02-01T05:07:20.643

7 Cause of shadow acne 2016-03-16T16:05:17.363

7 What methods/technologies to reduce required performance for virtual reality are there? 2016-04-17T23:05:46.197

7 Proper architecture for rendering history of streamed data (points) 2016-07-19T12:31:24.113

7 Are vertices reprocessed per-poly for indexed meshes? 2016-08-16T07:16:39.057

7 Perspective Correct Texture Mapping 2016-10-05T08:07:33.903

7 Help with start up bias in Metropolis Light Transport 2017-06-10T01:38:28.147

7 fix over exposure in importance sampling in screen space reflections 2017-11-30T00:58:48.183

6 Matching a virtual camera to a physical camera 2015-08-13T07:33:20.873

6 Is there some kind of Bresenham algorithm or equivalent for scanline rendering a rotated ellipse? 2015-09-15T12:06:48.257

6 To what degree, if at all, can custom code be embedded in a PNG, GIF, or JPG? 2015-10-06T15:50:25.017

6 Moires patterns despite using mipmaps 2015-10-07T13:15:33.013

6 Best technique to draw overlapping colored line segments that follow the same route 2015-12-24T23:16:22.657

6 using importance sampling to reduce the error of outscattered radiance 2016-01-18T23:03:14.117

6 Resulting Probabilty Density in Path Tracer for paths using Next Event Estimation 2016-05-18T14:35:29.327

6 How is data stored into a frame buffer? 2016-11-08T00:32:18.173

6 What are the benefits of downscaling on modern games? 2016-11-10T20:08:26.250

6 Depth of Field in Path Tracing: What do I do with the secondary ray? 2016-12-03T06:51:09.220

6 Percentage-closer Soft Shadows implementation 2016-12-12T14:51:30.703

6 Do GPU performance improve when rendering at native or half resolution, compared to fixed scaling? 2016-12-21T21:37:50.127

6 Mix shader looks wrong on my path tracer 2017-01-06T04:23:02.390

6 Trying to understand environmental cubemaps 2017-01-15T05:10:55.160

6 How is Ambient Occlusion calculated in "Deep Screen Space"? 2017-11-08T17:41:25.870

5 How is texture baking implemented? 2015-08-19T11:08:31.647

5 How could I use bent normal map 2016-04-15T14:29:35.037

5 Global illumination leading to image variation 2016-04-28T20:24:24.297

5 Role of PDF of Uniform Random Sampling in a path tracer 2016-05-12T09:58:02.670

5 How fast should I expect to render the silhouette of a 20k triangle model? 2016-06-19T06:55:39.910

5 Rendering same vertex-array in different modes 2016-07-11T14:54:35.777

5 How is glint rendering done in Ray Tracing? 2016-11-27T15:42:29.077

5 How to achieve gimbal lock with Euler angles? 2016-12-29T18:35:58.620

5 What is a good approach for handling uniforms in modern OpenGL? 2017-01-30T19:16:44.263

5 Why does my raycaster distort when it does? 2017-04-11T21:52:28.890

5 Formula for the ambient light intensity of a scene? 2017-05-12T19:48:09.700

5 What is missing in this image that stops it from looking like a photograph? 2017-05-28T17:17:58.473

5 3D projection that increases objects' size as they become more distant 2017-06-13T17:00:00.227

5 Ambient Lighting 2017-07-05T14:55:43.540

5 Tone Mapping & Gamma Correction 2017-08-01T13:39:13.580

5 How did the hard, accurate shadows, work in early 3d (2000 - 2004) games? 2018-02-22T01:45:59.690

4 Is it possible to render red / blue 3d from one image and a depth buffer? 2015-08-24T17:59:01.563

4 Texture glitch when using simple pixel shader 2015-09-10T13:20:30.943

4 glMultiDrawArraysIndirect does not work when specifying an offset 2015-10-25T21:03:06.477

4 Incorrect instanced rendering 2015-10-27T08:05:36.913

4 How to determine the object-to-world matrix 2016-01-28T18:47:33.133

4 How do CAD programs render non-polygonal 3D objects? 2016-08-27T16:12:21.590

4 Correctness of logical steps for create the matrix of viewing transformation 2016-10-10T22:36:53.850

4 Binary scene voxelization using imageStore - problem 2016-12-14T23:58:54.283

4 The constructor of hyperboloid in pbrt-v3 2017-03-20T07:23:33.077

4 How to know when rendering is complete in WebGL? 2017-04-06T10:01:24.110

4 What is name for far lowcontrast blueish landspace? 2017-04-28T06:54:53.087

4 Need help reasoning about video oscillation >60hz 2017-05-22T05:43:33.280

4 Avoid having an opaque and transparent variant of each pixel shader 2017-10-18T18:15:43.177

4 Where does the cosine factor comes from in the GGX PDF? 2017-12-05T00:41:56.357

3 Shadow appears to be too dark in my ray tracer 2016-01-22T06:50:48.907

3 Jitter texture generation 2016-02-16T22:09:03.930

3 Efficiently rendering sprites 2016-08-06T21:36:21.350

3 How to create specular surface in Mitsuba Renderer 2016-08-08T17:27:27.653

3 Texture Mapping jagged pixel edges 2016-10-09T15:27:33.083

3 Can I have lower color bit depth in sample buffer than target framebuffer? 2016-11-03T19:04:16.233

3 Do animation studios like Pixar, Dreamworks, and Disney use super-sampling? 2017-01-04T06:55:00.287

3 Volumetric Obscurance : line integrals 2017-01-06T21:48:05.473

3 Calculating intensities of Virtual Point Lights in Instant Radiosity from IES lights 2017-01-26T18:34:21.427

3 My perspective projection is messed up? 2017-02-04T20:45:00.333

3 Why the BRDF of specular reflection is infinite in the reflection direction? 2017-02-24T12:42:00.360

3 Energy conservation of BRDF 2017-02-24T13:31:18.200