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Computer Graphics

Questions tagged [interpolation]

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1answer
94views

I am trying to implement the ULR paper. To render a new view I create a triangulated grid consisting of: a regular 32x32 grid (equivalent to a coarse pixel grid), the projected proxy and the projected ...
0votes
0answers
37views

I'm implementing a tool in Blender, a part of which is applying LUT color transform to an image. I'm not asking on Blender SE, because the problem I'm having is not specific to Blender, just ...
0votes
0answers
107views

perspective correct linear interpolation formula is '1/Z = 1/Z0 + α(1/Z1 - 1/Z0)'barycentric one is '1/Z = 1/Z0 + α(1/Z1 - 1/Z0) + β(1/Z2 - 1/Z0)'how can I extend perspective correct linear ...
2votes
1answer
219views

Instead of computing quaternion interpolation between $2$ orientations $p_1$ and $p_2$, can I calculate the inverse of $p_1$ and apply this to $p_2$ so that $p_1$ becomes coordinate axes and $p_2$ ...
1vote
0answers
223views

I'm making a triangle rasterizer for my 3d engine because I forgot to make a depth buffer and I was wondering what is the fastest way to rasterize a triangle,I was thinking bresenham combined with ...
2votes
1answer
316views

Barycentric coordinates of a triangle are very useful for interpolating texture coordinates, for example. Each corner contains the texture coordinate and multiplies this coordinate by the barycentric ...
Thomas's user avatar
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1vote
1answer
483views

How do I undo the interpolation of vertex attributes? I'm using unity shader graph which doesn't support nointerpolation. I assume I need to store 3 float3 with one component of each float3 being 1 ...
Shiv-iwnl's user avatar
1vote
0answers
147views

I have the following function to define the distance to the interesection between a ray and the surface of a sphere:...
2votes
0answers
70views

I have an image of sizeH,W, and I would like to draw a point on this image atx,...
3votes
1answer
854views

I have doubts on 1/z depth buffer interpolation. According to this website, the correct 1/z interpolation formula is$\dfrac{1}{P.z} = \dfrac{1}{V0.z} * \lambda_0 + \dfrac{1}{V1.z} * \lambda_1 + \...
The Rizzler's user avatar
0votes
0answers
127views

Here is my simple scanline-based triangle rasterizer using pure integer arithmetic. I adapted the code from this Stack Overflow answer The below code attempts to render a coloured quadrilateral by ...
The Rizzler's user avatar
1vote
0answers
112views

I was debugging with RenderDoc an issue on an app based on Directx11 and 12 that draw screen space quads to perform various baking steps. These baking steps just render a quad in clip space without ...
3votes
1answer
1kviews

I am looking for an algorithm which would smoothly interpolate triangles of a mesh (computed by Delaunay triangulation) where each vertex has some value (elevation in my case). I need it for PDAL ...
Martin Ždila's user avatar
1vote
1answer
156views

I'm trying to understand what causes the blobby edges when using alpha testing to create transparency with 1-bit alpha channels. The edges appear pixelated, but with rounded corners and diagonal lines....
TomKern's user avatar
1vote
1answer
212views

If I have a regular sampling pattern there typically exist many reasonably fast ways to interpolate the results of the sampling procedure in between the sample locations. For example bilinear or ...
TravisG's user avatar

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