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Why is my Monte Carlo Raytracing so noisy?

核能气质少年 提交于 2021-02-18 08:12:49
问题 I have implemented global illumination using the Monte Carlo method, using the scratch a pixel tutorial as a guide. My final image renders very noisy! The example below is at 64 samples, I have previously used as high as 512 and its still very noisy. Any ideas what the problem could be? Edit: Here is the output with 128 samples and 16x Super sampling,resulting in 2048 samples. Still lots of noise! 回答1: Path tracing is pretty noisy; it's the nature of the algorithm. Consider this example from

Why is my Monte Carlo Raytracing so noisy?

本秂侑毒 提交于 2021-02-18 08:12:42
问题 I have implemented global illumination using the Monte Carlo method, using the scratch a pixel tutorial as a guide. My final image renders very noisy! The example below is at 64 samples, I have previously used as high as 512 and its still very noisy. Any ideas what the problem could be? Edit: Here is the output with 128 samples and 16x Super sampling,resulting in 2048 samples. Still lots of noise! 回答1: Path tracing is pretty noisy; it's the nature of the algorithm. Consider this example from

Light and dark mode in swift

我怕爱的太早我们不能终老 提交于 2021-02-05 12:24:54
问题 I created images assets for dark and light mode called myImage. Set the image assets appearance to Any, Dark. The problem this code gets the same image even if the mode is light or dark. How can I get the code to select the correct image depending on light or dark mode? Thanks for your help. let image = UIImage(named: "image") let asset = image?.imageAsset let resolvedImage = asset?.image(with: traitCollection) If let image = resolvedImage { myButton.setImage(image, for: .normal) } 回答1: let

Light and dark mode in swift

冷暖自知 提交于 2021-02-05 12:22:10
问题 I created images assets for dark and light mode called myImage. Set the image assets appearance to Any, Dark. The problem this code gets the same image even if the mode is light or dark. How can I get the code to select the correct image depending on light or dark mode? Thanks for your help. let image = UIImage(named: "image") let asset = image?.imageAsset let resolvedImage = asset?.image(with: traitCollection) If let image = resolvedImage { myButton.setImage(image, for: .normal) } 回答1: let

OpenGL directional light shader

北战南征 提交于 2020-07-08 13:33:11
问题 I want to add directional light to my scene using OpenGL and GLSL. The problem is that the theoretically correct way to do so has the wrong results. In the vertex shader I do the following: The direction of the light is given in world-coordinates and transformed using the viewMatrix to camera-coordinates. The normal of the vertex is transformed using the normal-matrix to camera-coordinates. void main () { vary_textureCoord = attribute_textureCoord; vary_normal = mat3(normalMatrix) * attribute

OpenGL directional light shader

坚强是说给别人听的谎言 提交于 2020-07-08 13:32:39
问题 I want to add directional light to my scene using OpenGL and GLSL. The problem is that the theoretically correct way to do so has the wrong results. In the vertex shader I do the following: The direction of the light is given in world-coordinates and transformed using the viewMatrix to camera-coordinates. The normal of the vertex is transformed using the normal-matrix to camera-coordinates. void main () { vary_textureCoord = attribute_textureCoord; vary_normal = mat3(normalMatrix) * attribute

OpenGL directional light shader

ぃ、小莉子 提交于 2020-07-08 13:32:35
问题 I want to add directional light to my scene using OpenGL and GLSL. The problem is that the theoretically correct way to do so has the wrong results. In the vertex shader I do the following: The direction of the light is given in world-coordinates and transformed using the viewMatrix to camera-coordinates. The normal of the vertex is transformed using the normal-matrix to camera-coordinates. void main () { vary_textureCoord = attribute_textureCoord; vary_normal = mat3(normalMatrix) * attribute

have no light on my three.js scene

我与影子孤独终老i 提交于 2020-02-24 00:41:03
问题 i have a problem. i have wrote some code on three.js, it consists of scene, 2 objects, renderer and camera. but when i added the light i didnt see the it! i tried some options..but nothing helped me my code there - http://codepen.io/usf/pen/LaDwh var light = new THREE.SpotLight(0xff0000); light.position.set( 0, 0, 50 ); var pointLight = new THREE.PointLight( 0xffffff); pointLight.position.set( 0, 0, 50 ); scene.add(light); scene.add(pointLight); //code renderer.render(scene, camera); i dont