Luminescent
Veteran
Would a compressed lightmap (such as in ut2003) yield as much visual IQ as a regular lightmap? Just wondering if the extra compression performance would reduce IQ.
no_way said:just a thought .. lightmaps are/were one of the occasions where textures could use higher-level resampling than plain bilinear. Mitchell's bicubic would be nice, for instance
Chalnoth said:It might reduce IQ if you are using a GeForce...unless you force DXT3 compression.
Nagorak said:Wouldn't that just make it run really slow without much benefit in appearance? AFAIK bicubic is a lot slower than bilinear.
arjan de lumens said:While bicubic interpolation would be computationally expensive, there is no reason why it should take up that much more memory bandwidth than standard bilinear interpolation - texels would be reused from pixel to pixel the same way for both methods.
And I find it hard to see how you can do quadratic interpolation with 5 sample points without introducing color discontiunities along texel edges - which would make the method substantially worse than standard bilinear interpolation. You cannot just decouple interpolation along each texture axis just like that.
Full biquadratic interpolation takes at least 3x3 samples - first you do quadratic interpolation along the s texture axis for each of the 3 texel rows, taking 3 sample points each, then you do interpolation along the t texture axis, using the 3 points that resulted from the s axis interpolation. This method extends naturally to a 3x3x3-sample-point method for 3d textures etc.
But the increased number of samples required per pixel would most certainly reduce cache hits
Not really - coherency between pixels should increase in most cases. As long as the number of samples per pixel wouldn't cause thrashing, cache hits would probably increase.
gking said:Not really - coherency between pixels should increase in most cases. As long as the number of samples per pixel wouldn't cause thrashing, cache hits would probably increase.
Dave wrote:
Except at polygon edges.
Chalnoth wrote:
Unless sample coverage per pixel was also increased.
Nagorak wrote:
so I assume that Tri-linear requires the 3rd dimension...
gking said:That's irrelevant -- at the same LOD, provided that the number of samples doesn't cause cache thrashing, biquadratic/bicubic filtering would have a higher cache hit rate than bilinear.
Basic said:Chalnoth:
What rules would you use to define "biquadratic filtering"?
What blockiness in Quake2 explosions could be helped by better filtering?