Search found 164 matches

by graphicsMan
Fri Jul 27, 2012 6:31 pm
Forum: General Development
Topic: Quadrics kinda sorta work for real time
Replies: 34
Views: 24178

Re: Quadrics kinda sorta work for real time

Loop works with triangles as the subdivision primitive. CC works with quads. These are both good subdivision schemes that are C^2 everywhere but extraordinary vertices (where they are G^2). They both support hard edges and points. They're both suitable depending on your incoming base mesh. This pape...
by graphicsMan
Fri Jul 27, 2012 5:02 pm
Forum: General Development
Topic: Quadrics kinda sorta work for real time
Replies: 34
Views: 24178

Re: Quadrics kinda sorta work for real time

well... if you can figure out a "good fit" to a Loop SubD, you can subdivide the mesh until the approximating quadrics fall below some error threshold. If this results in substantially fewer end primitives than it would with triangles, it could be a win. There are many references to subdividing Loop...
by graphicsMan
Thu Jul 26, 2012 7:04 pm
Forum: General Development
Topic: Quadrics kinda sorta work for real time
Replies: 34
Views: 24178

Re: Quadrics kinda sorta work for real time

As you mention, modeling with quadrics is not really an easy task. An interesting possibility would be to make it easy to use triangles, but make them smooth. Shinji Ogaki published a paper last year about how to ray trace Phong tessellations. This is really cool, but unfortunately, the surfaces are...
by graphicsMan
Wed Jul 25, 2012 4:40 pm
Forum: General Development
Topic: Quadrics kinda sorta work for real time
Replies: 34
Views: 24178

Re: Quadrics kinda sorta work for real time

Seems like a fun project :)
by graphicsMan
Fri Jul 20, 2012 11:06 pm
Forum: Links & Papers
Topic: Surface area of polytopes
Replies: 5
Views: 5271

Re: Surface area of polytopes

Great to hear :)
by graphicsMan
Thu Jul 19, 2012 4:39 pm
Forum: General Development
Topic: Discussion on GPU ray tracing
Replies: 3
Views: 3605

Re: Discussion on GPU ray tracing

The more coherency the better. So if you trace multiple samples for one pixel in a warp, you'll have better utilization of the hardware. This is also the theme for breadth-first ray tracing. If you trace in batches, then "sort" your rays so they are coherent, you may get better throughput. However, ...
by graphicsMan
Wed Jul 18, 2012 4:24 pm
Forum: General Development
Topic: Veach thesis - formula question
Replies: 86
Views: 49164

Re: Veach thesis - formula question

Depends... is this for generating a new position x1 (determined by x0 and Wi1), or is this sampling the light point x0 to light at a predetermined location x1? For the latter, yes, this is correct.
by graphicsMan
Wed Jul 18, 2012 2:55 pm
Forum: General Development
Topic: Veach thesis - formula question
Replies: 86
Views: 49164

Re: Veach thesis - formula question

maybe I just misunderstood your diagram. when you sample surfaces directly, you have to use the integral with measure area, while when sampling directions, you use the one with measure solid angle. When you're in one (sampling directions), and you sample, say, a light source, or a surface (or VPL), ...
by graphicsMan
Wed Jul 18, 2012 1:31 pm
Forum: ompf2
Topic: Latex formula support ?
Replies: 17
Views: 32508

Re: Latex formula support ?

+1
by graphicsMan
Wed Jul 18, 2012 1:31 pm
Forum: General Development
Topic: Veach thesis - formula question
Replies: 86
Views: 49164

Re: Veach thesis - formula question

I'm slighty confused. Are you connecting x1 and x2 with an edge? In either case it looks like L for x2 is incorrect... you're missing the other cosine in the geometry term.