This is my first multi-threaded implementation, so it\'s probably a beginners mistake. The threads handle the rendering of every second row of pixels (so all rendering is handled within each thread).
In all examples online that I have seen, when rendering meta-balls (level sets of a potential function), the point of ray-meta-ball intersection is always 开发者_如何学Gofound by raymarching. Are ther
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I have a set of points which I want to propagate on to the edge of shape boundary defined by a binary image. The shape boundary is defined by a 1px wide white edge.
Greetings, I\'m working on a game project that uses a 3D variant of hexagonal tile maps. Tiles are actually cubes, not hexes, but are laid out just like hexes (because a square can be turned to a cub
I have the following recursive code and it doesn\'t behave as expected (see details below): R3Intersection ComputeIntersectionNode(R3Ray *ray, R3Node *node)
I have implemented a Phong Illumination Scheme using a camera that\'s centered at (0,0,0) and looking directly at the sphere primitive. The following are the relevant contents of the scene file that i
I have written code that generates a ray from the \"eye\" of the camera to the viewing plane some distance away from the camera\'s eye:
I wish to generate rays from the camera through the viewing plane. In order to do this, I need my camera position (\"eye\"), the up, right, and towards vectors (where towards is the vector from the ca
While writing a model editor, besides enabling raytracing I can think about couple 开发者_Python百科of operations where I\'d like to find an very good approximation about the intersection point betwee