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Questions tagged [graphics]

Graphics are visual presentations. Questions using this tag should also be tagged with the appropriate language and graphics subsystem in use. For more general graphics questions, consider Computer Graphics Stack Exchange (computergraphics.stackexchange.com).

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slow ubuntu 18.4 vm in openstack

I am completely new to openstack. I am having some problem. Googling about it didn't help me. I am doing a project on implementing a private cloud using Openstack. I have deployed multinode openstack (...
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Vulkan RT BLAS build sometimes fail. No Validation Layer message

I have a problem when creating BLAS in Vulkan with Ray Tracing. Basically, not always, but often when I send the command "vkCmdBuildAccelerationStructuresKHR" via a commandBuffer in the ...
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How can I label each individual points on my PCA analysis?

I want to add labels to each specific point on my PCA analysis. I've tried several options but no success. Here's my code: plt.scatter(X[:, 0], X[:, 1], color="navy", s=s, lw=0, label="...
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Movable Unblur image mask in Android

I have this feature to be implemented in my app. Image is received from a remote database, the image has a blur filter with a shape that shows unblur part of the image. This shape/ unblur mask is so ...
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Frame graph architecture

Since no new shader can be created during runtime, the full set is known ahead at compile-time. Each shader must reference a "pass" in which it will used to render. To avoid frame-spikes ...
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Subdivide lagrange interpolated curve

I'm looking for a way to subdivide a curve, generated by Lagrange interpolation. Let's say I have a curve defined by c1,c2,c3 control points, and I want to divide it somewhere between c1 and c2 with ...
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Making Multiple Lines Separated By An Angle w/o using DrawPie

Beginner here, I need to separate a wheel by multiple lines without using the DrawPie method. I've been using guess and check but I feel so many lines is inefficient and I wanted to know if there's a ...
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Understanding Bezier derivation code that leads nowhere

I'm trying to convert Bezier.js implementation of calculating normals to a Shadertoy program, and the code appears to not use any of the calculated values. It needs to be for quadratic rationals as ...
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In Vulkan (or any other modern graphics API), should fences be waited per queue submission or per frame?

I am trying to set up my renderer in a way that rendering always renders into texture, then I just present any texture I like as long as its format is swapchain compatible. This means that, I need to ...
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Why doesn't text fit in rectangle drawn

I created a rectangle using Zelle graphics.py and wrote text of 10 points into many lines down the long narrow rectangle. Words fit from the left to right side of the narrow rectangle. Now I moved the ...
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C# Image 0,0 start point is not top left for all images

I have a folder with images and I want to draw a rectangle from the top left corner This is the code I am using: Image image = Image.FromFile(path + [email protected]"origimages\{item.ImageName}.jpg&...
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Delay before next line on code on android SurfaceView kotlin

Hello how can I delay the next line of code after drawing because the sleep() doesn't seem to draw the bitmap with canvas take a look at this code I read somewhere that you need to use synchronize() ...
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3D head mesh morphing from one mesh into another using scripts (C, C++, python etc)

I have 2 3D head images and want to morph one into the other (animation) without using blender, three.js etc. I want to do it using coding preferably using C++, C# or python(libraries are ok). I have ...
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Rotate a Multiple Lines in OpenCV/Python

I have many lines in my opencv, I want to rotate them but Opencv does not have shape rotation functionality. It has image rotation function. I made a rectangle and drew the lines on it. then I rotated ...
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Why are we offseting the pixels by 4 when updating colors?

var canvas = document.getElementById("canvas"); var canvas_context = canvas.getContext("2d"); var canvas_buffer = canvas_context.getImageData(0, 0, canvas.width, canvas.height); ...
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