Albedo | community spectral CPU path tracer , made by the Graphics | Graphics library
kandi X-RAY | Albedo Summary
kandi X-RAY | Albedo Summary
A community spectral CPU path tracer, made by the Graphics Programming Discord. This is designed to be a path tracer that people can learn from. Please contribute. If this project doesn’t make progress at least once a year, deccer bulies me . Help stop the violence. ![] thumbnail.png) (inb4 "all I see is noise").
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QUESTION
New to python and doing a school project on student score management system.
I want to update the text on the right window to correspond with the student's name when I click the table row.
What should I add to my event loop to achieve that?
...ANSWER
Answered 2022-Apr-04 at 08:38i think, the first of your problem is on the sg.table instead of
QUESTION
This is a custom "jelly" shader that I've been trying to alter so that it can allow transparency (alpha). I can't seem to figure it out despite changing the #pragma and Subshader Tag. Any help or insight with this would be appreciated. I find Shaders incredibly confusing to edit and manipulate. Thanks in advance.
...ANSWER
Answered 2022-Mar-28 at 14:32You are missing the Blend instruction to tell the pipeline how to mix the rendered colors with the old ones. In addition to that you have a duplicate #pragma instruction.
The Subshader tag only tell the pipeline when to render your objects. Usually you want to render opaque objects first so you can skip hidden transparent objects.
Here you can find infos about how to define Blending for transparent objects: https://docs.unity3d.com/Manual/SL-Blend.html
All you need to change is:
QUESTION
I got a HDF5 file from MOSDAC website named 3DIMG_30MAR2018_0000_L1B_STD.h5 and I'm tying to read the this file and visualize the TIR and VIS dataset in the file in map. Since I am new to programming I don't have much idea how to do this for a specific location on the global data using the Latitude and longitude values. My problem statement is to show data for Indian region.
The coding I have done till now:
...ANSWER
Answered 2022-Mar-08 at 18:38Updated 2022-03-08: Pseudo-code in my original post used plt.contourf()
to plot the data. That does not work with raster image data saved in 'IMG_TIR1'
dataset. Instead, plt.imshow()
must be used. See detailed answer posted on 2022-03-07 for the complete procedure.
All 'IMG_name'
datasets are raster image data. I modified the code to show a simple example that reads the HDF5 file with h5py, then plots the image data with matplotlib and cartopy on a Geostationary (original satellite) projection. I picked cartopy based on this comment on the Basemap site: "Deprecation Notice: Basemap is deprecated in favor of the Cartopy project." I'm sure it can be modified to use Basemap to plot and NetCDF to read the HDF5 file.
Updated code below:
QUESTION
I'm working with pvlib/pvfactors bifacial.pvfactors_timeseries and I'm having some issues with the timestamps. I use a DatetimeIndex as it can be seen:
...ANSWER
Answered 2022-Feb-08 at 16:11The problem is that some of the parameters to pvfactors_timeseries
need to be arrays, Series, etc, not scalars like you are using. This usability issue has already been noticed should be fixed in the next pvlib release (0.9.1, not yet released); see https://github.com/pvlib/pvlib-python/issues/1332
This modified version of your code runs without error:
QUESTION
I'm trying to reconstruct surface/depthmap from normals using the frankot/chellappa algorithm. The rows and cols are the size of the img I'm trying to reconstruct the depth for.
I obtain the normal vectors like this:
...ANSWER
Answered 2022-Jan-07 at 20:15The problem is exactly as I described in my very first comment. The values you get for p
(which become your albedo
image) range from 0 to 1998.34. When you store that in a byte, you're just getting the low-order 8 bits, which wrap around.
If you change this:
QUESTION
I'm trying to use a framebuffer as a Geometry Buffer for deferred shading. I'm having issues with writing and reading from the framebuffer's color attachments.
All I am trying to do is verify that my framebuffer's color attachments have some data. I do this by binding one of the color attachments and drawing a fullscreen quad. Each color attachment results in a fully black screen even though I've verified that my uniform variables are receiving the data they need.
My framebuffer is setup as follows:
...ANSWER
Answered 2022-Jan-07 at 01:24Turns out my code here is correct. My issue was that I was crossing the wrong vectors so my camera's view matrix was wrong.
QUESTION
This a jelly shader from unity asset store yet I cant figure out how to make it always active as it requires 2 vector3 (_ModelOrigin and a __ImpactOrigin). Any ideas on how to edit it is always active?
Thats how I use it right now :
...ANSWER
Answered 2021-Oct-14 at 19:34Simplest solution is to just remove them as properties and calculate the model pos based on the object to world transform and then use your offset to set the impact origin.
That way you don't need to set those parameters in c#, it should "just work".
QUESTION
I am using unity.
I used Triplanar to make the top of the cube as snow terrain and the rest of the sides as cliff terrain.
Here I have to insert a normal map.
However, if the normal map is applied, the image of the cliff face is covered with the image of the snow terrain.
...ANSWER
Answered 2021-Dec-09 at 23:54According to the documentation, you need to use WorldNormalVector(IN, o.Normal)
instead of IN.worldNormal
if you modify o.Normal
;
And, to apply the normal to only one side, you can simply use a neutral normal (.5,.5,1) for the other sides and use the same lerp trick you do with the albedo:
QUESTION
I'm currently stuck in a shader that i'm writing. I'm trying to create a rain shader. I have set up 3 particle system which simulates rain, and a camera to look at this simulation. The camera view is what I use as texture. In my shader I am now trying to make a normal map from that texture map, but I don't know how to do it.
...ANSWER
Answered 2021-Dec-03 at 20:49It looks like your "TargetTexture" is giving you back a height map. Here is a post I found about how to turn a height map into a normal map. I've mashed the code you had originally together with the core of that forum post and output the normals as color so you can test and see how this works:
QUESTION
Here's the things, I am trying to do deferred shading with multisample texture. To create the GBuffer, I create a framebuffer with mutlisample texture attachments to draw on and a framebuffer with normal texture attachments for copying result. (Since I can't directly read multisample texture).
After lighting pass, I discoverd edges are not properly anti-aliased, see the picture below.
(you can see the jig-saw between the light and shadow)
So I look into the gbuffer content, and it appears that Position
buffer which use float
texture format are NOT anti-aliased. But Albedo
buffer which use unsigned byte
texture format looks good.
Here're how those buffer looks, the upper one is the Position
buffer and the bottom one is the Albedo
buffer
Can somebody explain this? Am I doing something wrong?
...ANSWER
Answered 2021-Nov-03 at 12:37I create a framebuffer with mutlisample texture attachments to draw on and a framebuffer with normal texture attachments for copying result.
There's your problem; that's not going to actually work.
Doing a multisample resolve before your lighting passes makes no sense. You're effectively blending between two positions on different objects. That's not going to produce a meaningful result.
If you're going to do multisampling in deferred rendering, you have to use per-sample shading in the fragment shader and read each sample (with texelFetch
on sampler2DMS
) to do your lighting passes. You would also be writing to a multisample image.
Only that last image is the one that gets the multisample resolve operation done on it.
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