-
What would be the best way to render semantic label maps along with the highest quality Replica Dataset images, at arbitrary poses?
I'm wasn't able to reproduce the photorealistic style of the imag…
-
* Add textures to simple rendering
* Add lighting to simple rendering
* Multistream and instancing rendering
* Using the geometry shader (per-face normals)
* Using compute shaders
* Usi…
-
This seems to be a popular request this week:
* [3d tiles: texturing by ImageryLayers supported?](https://groups.google.com/d/msg/cesium-dev/8XY8Tbjn0s8/DuC1KPeRAwAJ)
* [3D tiles classification wi…
-
Where mipmaps aren't simple scaling; it would be good to provide them as separate .pngs rather than have them autogenerated.
e.g. for non-photorealistic rendering where they are to maintain a strok…
-
It looks like rendering is done in a display referred color space. That is leading to clipping highlights clearly visible in the examples on the website.
An example of the difference can be seen in t…
-
ideas to improve rain;
- have option to make it not interact with tiles
- have the sprite be redrawn
- have option to set size of rain particles
- fix issues brought up in #2606
-
Currently, a very naiive implementation of fake outlines is used for the cuboids in the WebGL scene, only based on individual faces' UV coordinates. This leads to visible artefacts in the rendering, i…
bakoe updated
2 years ago
-
For example for this image
![5bdf3ed8-d35e-4e6d-a09c-45e467b16118](https://github.com/user-attachments/assets/8c5b9d9a-e98f-4fd6-a05c-c05d66bb7fc0)
is this a good prompt?
```
Dragon awakens …
-
uiluW updated
6 months ago
-
Instead of having a fully opaque brush stroke, would you consider a semi-transparent one, basically obtained by grayscaling a real brush stroke. Similar to what's being done here:
http://3dstereoph…