Unanswered Questions
486 questions with no upvoted or accepted answers
12
votes
1
answer
656
views
Spherical Area Lights do not match reference
So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference):
What I am ...
8
votes
0
answers
432
views
How to draw Shadow Volumes in one draw call?
I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
7
votes
0
answers
1k
views
Irradiance Map ( Irradiance environment map)?
As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
7
votes
1
answer
1k
views
Draw Edges in OpenGL
I use blender game engine and blender uses OpenGL for graphics. How can I draw lines around all 3D objects? Would this be a job for a filter? Mainly, I want my end result to look drawn.
I found this:
<...
6
votes
0
answers
290
views
How many Pipelines in a Typical Rendered Scene DirectX12
I'm learning DirectX12 right now and I'm missing a few pieces of the puzzle in my own head on the overall structure of how you would setup a game. Specifically, I'm trying to get an idea of how ...
6
votes
2
answers
8k
views
Unity - Water Cube (to 2D game)
I wonder if you can create a cube of water within the unity!
I'm starting to use the Unity, and took a sought as to whether there was already something like this ... but have not found any tutorial
...
5
votes
0
answers
240
views
Raymarching tangents
I've recently started to experiment with raymarching over on shadertoy.com. It seems common to find the normal for a distance field like so:
...
5
votes
0
answers
438
views
Sprite outline based on light position in UE4
I have simple sprite (for example black box) and I like to add to it outline (red line on example image) but based on light direction. I know UE4 use deffered renderer, so I cant access to lights, but ...
4
votes
0
answers
132
views
Simple shader to draw lights on a skyscraper
I have some basic shapes in the background of a scene that represent a small city. There is a stage where the scene becomes a nights scene. I would like to have the city come to life at night with ...
4
votes
0
answers
199
views
Writing a leather shader
I'm trying to write a leather material shader. I have a normal map, bump map (grayscaled), specular map, diffuse map, cube maps.
I have done the following
...
4
votes
0
answers
3k
views
Overlap transparent particles without blending? (Unity)
I'm trying to create a continuous output of light from an object (like the exhaust of a space ship), and I thought I'd use particles to achieve this. But I'm running into a problem with alpha blending....
4
votes
2
answers
318
views
Fine tuning light shader mechanics
I'm currently trying to implement the lighting technique described in this article.
I've done pretty much exactly what is done in the article. My technique is the same, and my shader is the same. ...
4
votes
0
answers
806
views
Particle-system in the GPU in Unity: how to load/store data from/to a texture in the shader?
I have been implementing a simple GPU-based particle system in Unity, for my current game. The setup is indeed not very elaborated: the shader receives a set of coordinates passed trough the position ...
4
votes
0
answers
728
views
Using depth values for fake ambient occlusion
I'm using the normalized distance to the camera to get depth information in the fragment shader. When using this value as fragment color, it looks at lot like ambient occlusion (of course only in the ...
4
votes
0
answers
473
views
Normal maps in 3dsMax - OgreMax - how to view associated tangent vectors?
Reading this post I found out that 3dsMax might not use the same tangents when rendering normal mapped objects. In my case, I was using Ogre and OgreMax to analyze results and they were very ...