Jawed
Legend
Why you won't do this is that four contiguous taps in your sparse filter are meaningless.Dave Baumann said:Yeah and no. With PCF, 4 taps, the depth compare and the averaged value is all a single operation and roughly the same cost as a single sample - so using multiples of those is likely to result in a better quality output. With Fetch 4, 4 taps is a sample; the cost of the fetching the 4 taps is the same as a single sample but the compare and average has to be done in the shader, will will probably end up being negligable overall. The point being, given that 4 taps per sample more or less the same cost as just 1 tap per sample then why not do it and sparse sampling?
I'm talking about shadow map filtering after PCF - where PCF is a technique that's predicated on taking contiguous samples from the shadow map, and a technique that's hard to tweak for quality. Which is why 3DMk06 doesn't use PCF in tests graphics tests 3 and 4.
The technique presented by ATI in the Siggraph presentation (as well as other places) uses a sparse-sampled kernel in preference to a large-density PCF filtering technique.
From page 18 of the presentation linked above:
• Grid-based PCF kernel needs to be fairly large to eliminate aliasing• Irregular sampling allows us to get away with fewer samples– Particularly in cases with small detail popping in and out of the underlying hard shadow.
– Error is still present, only the error is “unstructured†and thus less noticeable
– Per-pixel spatially varying rotation of kernel is used to provide even more variation.
Multiple-contiguous sample taps don't make sense in a sparse-sampling kernel. At least, not as far as I can see.
Jawed