Rémi Arnaud (remi++at++remi.asd.sgi.com)
Wed, 19 Feb 1997 15:39:32 -0800 (PST)
You do not need (and should avoid) to generate mipmaps to have a
good bilinear interpolation for texture filtering.
Approximate the distortion with more than one pfChannel if needed
to have a maximum of 2x2 pixels on the pfChannel that will
be wrapped to a 1 pixel after the non-linear transformation.
Having more thant a 2x2 mapped to 1 pixel would require MipMapping, but
also shows a waste in pixel fill.
A Frame Buffer to Texture Memory can be used for a 60 Hz distortion
correction on IR, as demonstrated at ITSEC. (See article in Real Time Graphics)
>
> You can still get pretty good performance if you map to a geometric
> approx. of a sphere (if you don't mind the approximation). Check out
> ftp://ftp.coryphaeus.com/pub/tmp/distcorr.tar.gz for some example code
> (requires Coryphaeus EasyScene to run. The math may not be right but
> it demonstrates the technique).
>
> Glenn.
>
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