refraction | Collection of React components used at Quid | Frontend Utils library
kandi X-RAY | refraction Summary
kandi X-RAY | refraction Summary
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of refraction
refraction Key Features
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Trending Discussions on refraction
QUESTION
I have a program using C# / WPF and SQL Server with EF Core 5. Sometimes I use eager loading, for example:
...ANSWER
Answered 2021-Apr-22 at 14:23As I don't think this is possible yet, you could write some methos like those:
QUESTION
I need to clean my corpus, it includes these problems
- multiple spaces --> Tables .
- footnote --> 10h 50m,1
- unknown ” --> replace " instead of ” e.g
for instance, you see it here:
...ANSWER
Answered 2021-Feb-23 at 19:43You can use
QUESTION
I am working with some Angular and firebase code in which I am requesting some data from firebase and displaying them, simple stuff, but...
I had an array of string which contains some data like so,
...ANSWER
Answered 2020-Dec-14 at 13:44Since it's an HTML Symbol you might just be better off doing it like this:
QUESTION
For a little project, I would like to add different maps to an OBJ object in a Three.js 3D scene to get a photorealistic metallic effect. Unfortunately, I have some problems with it.
Directly embedding the code here in a working way doesn't work. So I created this as template: https://codepen.io/Anna_B/pen/NWroEMP
The material should look like here, if you add under THREE.MeshStandardMaterial
the envMaps
, map
, and roughnessMap
.
I have tried to write it like this:
...ANSWER
Answered 2020-Nov-17 at 01:32If you're looking for a ThreeJS tool to experiment with metallic effects, try...
https://threejs.org/examples/webgl_materials_displacementmap.html
...which includes a set of controls to easily adjust critical mesh material parameters, and immediately see the affects. After using this tool, in your specific example, I came up with the following parameters for your mesh material, giving the object a very photo realistic metallic effect, and changing the color of the object to "#88f" for a bluish tint...
QUESTION
I'm learning C++ and I came across a problem that I can tackle with my previous programming experience (mainly C and Java; some but limited OOP experience), but I'd like to know what would be a proper, modern C++ solution to it. The problem concerns inheritance and derived classes' versions of a virtual function with different return types. Based on multiple Stack Overflow threads such a thing isn't possible. So how should I go about the following?
To practice C++ features, I'm writing a ray tracer. I have a virtual base class Object
and derived classes Polyhedron
and Polygon
to describe the objects Ray
s of light can interact with. (In reality I have intermediate virtual classes Solid
and Face,
and derived classes Sphere
, Cylinder
, Circle
alongside Polyhedron
and Polygon
, but let's forget about them here to keep things simple.) Currently, I've only implemented emission and absorption of light, i.e., a Ray
only goes straight without any refraction or reflections. Absorption within a Polyhedron
is proportional to intensity (exponential decay), so I have to figure out the objects a Ray
passes through and integrate the Ray
's intensity forward from its source to where it hits the detector. I have a vector std::vector> intersections
to store all these intersections of a Ray
with the objects in a simulated scene. An intersection needs to contain the intersection Point
s, the intersected Polygon
faces and the Polyhedron
itself for a Polyhedron
object, or alternatively the intersection Point
and the Polygon
face itself for a Polygon
object. Consequently, I'd like to have derived classes Intersection_Polyhedron
and Intersection_Polygon
to override the call to Intersection::modulate_intensity(const double intensity_before) const
which is supposed to return a Ray
's intensity after passing the object in question. In other words, I'd like to avoid checking the type of the intersected objects and instead take advantage of inheritance when calculating the modulation to a Ray
's intensity.
I would like to have each (Currently, I return a singular type of Some very C++-like pseudocode to further clarify what I'd like to achieve:Ray
simply loop through a vector std::vector> objects containing all the objects in a simulated scene, call the virtual function
Object::get_intersection(const Ray& ray) const
and get either Intersection_Polyhedron
or Intersection_Polygon
in return based on the type of the intersection (if it's with a Polyhedron
or a Polygon
). Pointers to these derived intersection objects would be pushed back into intersections
, intersections
would be sorted based on the distance from the Ray
's origin and then looped through to call and override Intersection::modulate_intensity()
to determine a Ray
's final intensity on the detector. To me, this would sound like the C++/OOP way of achieving this, but it doesn't seem possible because derived classes' versions of a base class's virtual function must all have the same return type. So how should I do it?
Intersection
from get_intersection()
for both Polyhedrons
and Polygons
. As its members, an Intersection
has vectors for intersection Points
and intersected std::shared_ptr
faces, and an std::shared_ptr
(which is a nullptr
for Polygon
s as there's no bulk). To distinguish between intersections of Polyhedrons
and Polygons
, I simpy check if there are one or two intersection Points
. This isn't too inelegant, but modern C++ has to offer a better way of achieving this with inheritance, right?)
ANSWER
Answered 2020-Nov-07 at 08:05Returning interface is fine in general:
QUESTION
I'd like to apply a refraction material to sphere object. I need to see through this sphere not only a scene background but also other 3D geometry located in the scene. I can setup envMap
parameter using Scene.background
.
ANSWER
Answered 2020-Oct-27 at 09:46This kind of refraction technique does not do what you are looking for. It just works with the given environment map/background but not with other objects in the scene.
You might want to use THREE.Refractor
which makes it possible to honor other objects in your scene. Check out the official demo to see its usage in action:
https://threejs.org/examples/#webgl_refraction
However, THREE.Refractor
only works with flat surfaces so you can't apply it to a sphere geometry.
QUESTION
Trying to implement refraction in OpenGL ES 2.0/3.0. Used the following shaders:
Vertex shader:
...ANSWER
Answered 2020-May-16 at 15:45First of all there is a mistake in the shader code. a_position.xyz - eyePositionModel.xyz
does not make any sense, since a_position
is the vertex coordinate in model space and eyePositionModel
is the vertex coordinate in view space.
You have to compute the incident vector for refract
in view sapce. That is the vector from the eye position to the vertex. Since the eye position in view space is (0, 0, 0), it is:
QUESTION
I am currently working on a raytracer just for fun and I have trouble with the refraction handling.
The code source of the whole raytracer can be found on Github EDIT: The code migrated to Gitlab.
Here is an image of the render:
The right sphere is set to have a refraction indice of 1.5 (glass).
On top of the refraction, I want to handle a "transparency" coefficient which is defined as such :
- 0 --> Object is 100% opaque
- 1 --> Object is 100% transparent (no trace of the original object's color)
This sphere has a transparency of 1.
Here is the code handling the refraction part. It can be found on github here.
...ANSWER
Answered 2017-Feb-20 at 13:21I am answering this as a physicist rather than a programmer as haven't had time to read all the code so won't be giving the code to do the fix just the general idea.
From what you have said above the black ring is for when n_object is less than n_air. This is only usually true if you are inside an object say if you were inside water or the like but materials have been constructed with weird properties like that and it should be supported.
In this type of situation there are rays of light that can't be diffracted as the diffraction formula put the refracted ray on the SAME side of the interface between the materials, which obviously doesn't make sense as diffraction. In this situation the surface will instead act like it's a reflective surface. This is the situation that is often referred to as total internal reflection.
If being fully exact then almost ever refractive object will also partially reflective too and the fraction of light that is reflected or transmitted (and therefore refracted) is given by the Fresnel equations. For this case though it would still be a good approximation to just treat is as reflective if the angle is too far and transmitting (and therefore refractive) otherwise.
Also there are situations where this black ring effect can be seen if reflection is not possible (due to it being dark in those directions) but light that is transmitted being possible. This could be done by say taking a tube of card that fits tightly to the edge of the object and is pointed directly away and only shining light inside the tube not outside.
QUESTION
I'm porting a simple raytracing application based on the Scratchapixel version to a bunch of GPU libraries. I sucessfully ported it to CUDA using the runtime API and the driver API, but It throws a Segmentation fault (core dumped)
when I try to use the PTX compiled at runtime with NVRTC.
If I uncomment the #include
directive at the beginning of the kernel file (see below), it still works using NVCC (the generated PTX is exactly the same) but fails at compilation using NVRTC.
I want to know how can I make NVRTC behave just like NVCC (is it even possible?), or at least to understand the reason behind this issues.
Detailed descriptionFile kernel.cu
(Kernel source):
ANSWER
Answered 2020-Apr-05 at 13:25Just found the culprit by the ancient comment-and-test method: the error goes away if I remove the pow
call used to calculate the fresnel effect inside the trace
method.
For now, I've just replaced pow(var, 3)
for var*var*var
.
I created a MVCE and filled a bug report to NVIDIA: https://developer.nvidia.com/nvidia_bug/2917596.
Which Liam Zhang answered and pointed me the problem:
The issue in your code is that there is an incorrect option value being passed to cuModuleLoadDataEx. In lines:
QUESTION
What I'd like to achieve is close to this there. You can also just take a look at those screenshots.
Notice how the refraction is evolving as the page scrolls down/up. Scrolling, there is also a source of light going right to left.
Ideally I'd like the text to have that transparent glass reflective aspect like on the example provided. But also, to refract what is behind, which does not seem to be the case here. Indeed, when the canvas is left alone, the refraction still happens, so i suspect the effects is done knowing what would be displayed in the background. As for me, I'd like to refract whats behind dynamically. Yet again i'm thinking that i might have been achieved this way for a reason, maybe performance issue
All non canvas elements removed
Indeed, it looks like it it based from the background, but the background is not within the canvas. Also, as you can see, on the next picture, the refraction effect is still hapenning even though the background is removed.
The source of light is still there and i suspect it's using some kind of ray casting/ray tracing method. I'm not at all familiar with drawing in the canvas (except using p5.js for simple things),and it took me a long time to find ray tracing with no idea of what i'm looking for.
.... Questions ....
How do i get the glass transparent reflective aspect on the text ? Should it be achieve with graphic design tools ? (I don't know how to get an object (see screenshot below) that seem to have the texture bind afterwards.I'm not even sure if i'm using the right vocabulary but assuming I am, I don't know how to make such texture.) text object no "texture"
How to refract everything that would be placed behind the glass object? (Before I came to the conclusion that I needed to use canvas, not just because I found this exemple, but also because of other considerations related to the project I'm working on. I've invest a lot of time learning suffisant svg to achieve what you can see on the next screenshot,and failed to achieve what was aimed. I'm not willing to do so the same with ray casting thus my third question. I hope it's understandable...Still the refracted part is there but looks a lot less realistic than in the provided example.) SVG
Is ray casting/ray tracing is the right path to dig in for achieving the refraction ? Will it be okay to use if its ray tracing every objects behind.
Thanks for your time and concern.
...ANSWER
Answered 2020-Feb-19 at 14:45There are so many tutorials online to achieve this FX I can not see the point in repeating them.
This answer presents an approximation using a normal map in place of a 3D model, and flat texture maps to represent the reflection and refraction maps, rather than 3D textures traditionally used to get reflections and refraction.
Generating a normal map.The snippet below generates a normal map from input text with various options. The process is reasonably quick (not real time) and will be the stand in for a 3D model in the webGL rendering solution.
It first creates a height map of the text, adds some smoothing, then converts the map to a normal map.
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