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How to assign/calculate triangle texture coordinates
So think of it like a two-step process. We map the world coordinates of the intersection point to uv coordinates in "triangle space", and then use those to map to another space, in this case "texture space". Your ray hits triangle ABC and you determine the uv coordinates of the intersection point, let's say (0.3, 0.5, 0.2).
Why is my texture being stretched out on a triangle strip?
2022年10月2日 · I'm trying to apply a texture to 4 different triangle strips using JOGL (OpenGL/Java). I'm trying to make a 1000×1000 path in a square, where the path is 100 wide. The texture should be stamped 10 times on each side (though the corner pieces will have a diagonal discontinuity). I'm making 4 trapezoids here:
gpu - What were the benefits of quads used by Nvidia's NV1 over …
2024年2月21日 · So the claim that the NV1 used "primitive quadrilateral rendering over triangle based rendering" is wrong, both triangles and quadrilaterals are available as primitives. It also doesn't say anything about the texture mapping mode used, and having triangles and curves as primitives makes it more likely that it was the modern "reverse" texture ...
Texture coordinates - Computer Graphics Stack Exchange
2023年11月28日 · How to assign/calculate triangle texture coordinates. 1. WebGL - issues doing a simple texture downsample. 3.
3d - How to get the accurate number of triangles of an wavefront …
2023年6月5日 · I am confused by a 'wavefront obj' file's true triangle number. For example, I downloaded the Rungholt scene from McGuire's Computer Graphics Archive . // McGuire's site says the model has: Triangles: 6704264 Vertices: 12308528 //When I am using window's 3D viewer Triangles: 6704264 Vertices: 20112792 // To get the confirmation I used MeshLab ...
raytracing - Multiple Importance Sampling BSDF + Light - weights ...
2024年6月19日 · The part "If it hits the exact same triangle sampled in the emitter sample step" doesn't make sense: We know that the sampling event of the emissive triangle and BSDF sampling in the second step is independent: obviously, BSDF sampling itself in the second step has no dependency over which emissive triangle you sample.
Calculating the gradient of a triangular mesh
The triangle gradient is the direction, where -- if you move $\vec{x}$ in that direction -- the triangle experiences the biggest change in area. You can add together the gradient of multiple triangles from $\vec{x}$ to use it for minimizing surface area of a discrete 3D surface.
What is the simplest way to compute principal curvature for a …
A paper that takes this approach is Rusinkiewicz, "Estimating Curvatures and Their Derivatives on Triangle Meshes". It works by estimating the best-fit 2FF matrix per triangle, then averaging the matrices per-vertex (similar to how smooth normals are calculated).
What happened to my texture mapping? - Computer Graphics …
2017年3月3日 · The triangle rasterizing algorithm I use is the Triangle barycentric coordinates interpolation. It seems the mapping of second triangle is not correct. My code is below, As the code shows, the three vertices of the triangle is, p1, p2, p3. I hope someone can help me to fix the problem. Thanks very much!
OpenGL Render front and back faces with different shading for 3d ...
2020年5月11日 · I'm working on a simple 3d modeller and I would like to render the back facing triangles a bit darker, to easier differentiate between front and back faces.