Angus Dorbie (dorbie++at++sgi.com)
Wed, 21 Oct 1998 13:01:26 -0700
Only for the solution to problem 1, there was also a problem 2 I
listed which is what overlap solves. Problem 2 is less
tractable and may be less noticeable if you fix problem 1 but the
suggestions about overlap are a reasonable approach given the
limitations of clamping behaviour. I had nothing to add w.r.t.
to solving problem 2.
It's important to separate sampling from reconstruction which is
effectively the difference between Problem 1 and Problem 2.
On the subject of Problem 1 recursive filtering with MIP maps will
likely work against efforts to improve problem 1.
You have a bad filtering situation with phase aligned filtering
at .5 times the resolution. Almost all filtering will result
in be a 2x2 box filter (or only marginally better) if you filter from
just 1 level higher and a 2x2 box filter will suffer from Problem 1
even if you generate your MIP levels using the whole data set.
Naturally you'd want to use better shaped filters and filter from 2
or 3 levels higher in the MIP pyramid. This would also improve the
frequency response of texturing in the scene.
>
> Processing the image into tiles can easily be affected via borders with
> information drawn from neighbors. Edge tiles can choose whatever border
> filling strategy they want, but reflection provides the best quality.
> There is nothing inherently difficult about border filling tiles prior
> to resampling. In fact, we've been doing it for years and what we are
> doing for clipgen.
Ofourse, but if I understand you that's an implementation detail of
what I've suggested in my first email, filter while considering your
whole data set. Unless youre mixing problem 1 & 2 again.
>
> I'll avoid the second problem, since a possible (and very good) solution
> has already been noted (i.e., clipmapping). Systems without this
> feature, will have to deal with some artifacts without a lot of work.
CLIP mapping solves the problem with a continuous reconstruction filter,
but not all platforms support this. There are conventional clamping
approaches which avoid discontinuous reconstruction filtering resolving
the
issue. As Steve pointed out the problem varies in scale with level of
MIP
so an variable overlap is a solution for this. To really fix the problem
requires a different treatment of the sampling of MIP map levels and
again a recursive filtering approach would be a really bad thing, your
frequency of sampling for MIP levels in this case would be slightly les
than 0.5 and vary as you moved up the MIP pyramid in a really
successfull
solution.
Cheers,Angus.
-- "Only the mediocre are always at their best." -- Jean GiraudouxFor advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/
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