Questions tagged [shading]
The shading tag has no summary.
77 questions
4 votes
1 answer
119 views
Why in earlier shading models based on Lambert's law $|\cos \theta|$ is used instead of $\max(0, \cos\theta)$?
Earlier papers on shading algorithms describe the basic shading model as variations of $$ s = |\cos\theta| $$ See for example "A hidden surface algorithm for computer generated halftone pictures&...
1 vote
1 answer
274 views
Why is the indirect illumination (using IBL) in my PBR shader overpowering everything?
I'm trying to implement a basic form of physically based rendering (PBR) and I am using the PBR tutorial from learnopengl dot com as a reference. The PBR I am implementing consists of two parts, ...
2 votes
0 answers
81 views
Optimal Command Ordering for CPU/GPU concurrency
I am writing a renderer that uses a deferred clustered shading technique. On the CPU I group lights, decals, and environment maps into 3 seperate clustered structures (functionally, arrays of unsigned ...
2 votes
1 answer
72 views
What does "rendering a surface shaded with vertex positions" mean?
I am a newbie in Computer graphics and trying to implement Dynamic Fusion following the paper. I can understand most of the paper, but there is this line bothering me "rendering the warped ...
0 votes
0 answers
117 views
Ray tracing of a diffuse material sphere doesn't work, the sphere just shades black
I made this ray tracer in javascript to run on html with imageData. I have been using the book "Ray Tracing in One Weekend" as a reference (https://raytracing.github.io/books/...
1 vote
1 answer
272 views
Specular reflection with different viewing direction where reflection direction and viewing direction coincide
Suppose $P_1$ and $P_2$ two different points on surface. And let $l$: be the light source direction, $n$: normal vector $r$: specular reflection direction $v$: viewing direction . In case 1 (at $P_1$...
1 vote
1 answer
118 views
Help understanding tangent from dot product and max distance from component wise vector multiplication
I am looking through this code and seeing two things which confuse me (well, the whole functions does) in the top functions. First, dir * p where ...
0 votes
2 answers
1k views
Gouraud Shading interpolates color across a triangle using vertex normals. Phong Shading interpolates normals. How are their end-results different?
I am struggling to understand as to why fundamentally triangles shaded through Gouraud shading and ones shaded through Phong shading look different. From my understanding, Gouraud Shading, takes the ...