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Questions tagged [sampling]

0 votes
0 answers
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I have confused myself to the point where i dont know what up or down are. I will try to keep things focused, but certain decisions may need a paragraph of motivation. For some time now me and a ...
ErikHall's user avatar
  • 121
0 votes
1 answer
237 views

In this note, I will argue that the jaggedness observed in rasterized images should not be referred to as aliasing. First, let us agree on a definition: aliasing is the distortion that arises when ...
user29959836's user avatar
1 vote
2 answers
99 views

When I was studying a code base of path tracing implementation (done in GLSL), I notice the author returned a pdf of generated camera ray: ...
Victor Li's user avatar
3 votes
1 answer
335 views

I've noticed that my implementation of GGX VNDF sampling produces quite a lot of bad samples (below the hemisphere). When such a sample occurs, I terminate the ray, leading to an immediate black pixel....
Tom Clabault's user avatar
1 vote
1 answer
95 views

If in the path tracing use case, I have some sampling strategies to sample a scattering direction in a 2D space ($\theta, \phi$). Of course, I need to convert it to a 3D direction vector (with length ...
Enigmatisms's user avatar
  • 1,462
0 votes
1 answer
297 views

I'm trying to make intuitive sense of the rendering equation and so I'm trying to work out a trivial example by hand, though ultimately I'm just trying to understand how monte carlo importance ...
Chris Gnam's user avatar
1 vote
1 answer
367 views

I'm building a little 2D graphics library in Rust/WGPU as a means to learn graphics programming. I want to draw an outline around a shape and specify the outline's color. All of my shapes have a ...
junglie85's user avatar
  • 157
2 votes
1 answer
175 views

I am trying to implement a simple shader. A round ball object is rendered with uniform albedo and I noticed some strange white spots on the outputs. I perform importance sampling with 512 light ...
Ivan's user avatar
  • 121

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