Well, multi-sampling will always be much more effcient than super-sampling...MaxSt said:In 2005 everybody will use FSAA, anyway.
And no, my 16x FSAA is a genuine 16x FSAA.
Yes, it uses bilinear filtering on that part. But since many texures in games are low contrast you would constantly be using bilinear.Take a look at the lizards closely. Their 'skin' is textured, but in a very low-contrast way. Now take a look how that 'skin' is handled by the filter. Get it now?
Yes, but there's no smooth transition between the filter modes. And the parameter that decides which filter to use would be rather arbirtrary or have to be done by the artist. I see hq3x does it automatically but I wonder how it works on a low-contrast image, in practice. It looks great on a static image that lends itself perfectly for vector graphics, I'm just not convinced it would look ok for real games.You still don't get it. Smart filtering is not a one fixed filter, but a bunch of filters. The bilinear filter is also included in that bunch. The idea is to use different filters in different sitiations (image areas). For example, it uses bilinear filter for low-contrast areas of the image, like lizard's 'skin'.
Well in the links I gave above I think it looks great.Bicubic filter sucks big time.
Well actually bicubic is not perfect yet. It's clearly illustrated in one of the other links I gave above that only a sinc can be used for perfect re-sampling. But it's not really attractive because of the cost. So several approximations are used. Bilinear filtering has a triangular impulse answer, while bicubic filtering is a better approximation of the sinc function, but still not perfect. And you could have a bicubic filter which has no negative component, which would avoid the 'halo' effect. Unfortunately I don't have Photoshop so I don't even know if it's possible to use your own filter.MaxSt said:If you think that Photoshop is using incorrect bicubic filter, then post the the output image of correct bicubic filter.
Nick said:Yes, but there's no smooth transition between the filter modes. And the parameter that decides which filter to use would be rather arbirtrary or have to be done by the artist.
Nick said:Well in the links I gave above I think it looks great.Bicubic filter sucks big time.
Pete said:Whoa--the hq3x filter is incredible. I'd like to see Nintendo incorporate it with a SNES emulator in their upcoming console, with the option to buy & download classic SNES games online with the ability to play them at what looks like hand-drawn quality. Now THAT would be a smart online business decision, IMO.
Well, there is no perfect general form of filtering. Information has been lost in the sampling. The original information can only be "perfectly" reconstructed if very specific assumptions are made about the original data. If including, for example, a fourier transform in the filtering process, one may make the assumption that the original data included no components of higher-frequency than the nyquist limit for the sample frequency chosen.Nick said:Well actually bicubic is not perfect yet.
What is a sinc filter, anyway? It was only mentioned in a cursory manner in the link I scanned...It's clearly illustrated in one of the other links I gave above that only a sinc can be used for perfect re-sampling.
The assumption that you've then made is that you have a signal that can be simply broken up into fourier components, and none of those components exceed this nyquist frequency.MfA said:It is a perfect reconstruction method for a signal sampled at the nyquist frequency. It is really simple, at each pixel (-center) you originate a 2D sinc signal with a frequency of one cycle per pixel and the amplitude the same as the original pixel value ... then at the location you want the interpolated value you sum all the local values of all the sinc functions, and hey presto there is the interpolated value.
The only way to avoid the halo effect would be to clamp the interpolation function to the maximum and minimum sample involved. That would prevent the 'overshoots' but causes additional artifacts.Nick said:And you could have a bicubic filter which has no negative component, which would avoid the 'halo' effect. Unfortunately I don't have Photoshop so I don't even know if it's possible to use your own filter.
Okay, did some looking.MfA said:I dunno, is all too long ago, I guess it might just be the seperable combination of 1D sinc signals ( sin(pi*t/T)/(pi*t/T) ) by multiplication or addition or whatever ... just forget what I said and do your own googling
Nick said:It's clearly illustrated in one of the other links I gave above that only a sinc can be used for perfect re-sampling.
Nick said:Would you be so kind to try a few textures from real games with hq3x?
cybamerc said:Humus:
> I have never seen any such effects of bicubic filtering. For
> downsampling bilinear is better, but for upsampling bicubic is much
> better than bilinear.
I would say the other way around. You can see the effect I'm talking about by making an image in Photoshop with eg. 50% black background and a 100% black object on top. When you scale the image, say 200%, bicubic will result in a faint halo around the black object.
Probably but I'm not a coder so the various algorithms are a bit lost on me I swear by Photoshop though and so do many others. I would think that their bicubic filter works as intended.Nick said:Aren't there different bicubic filtering methods?
His bicubic implemention leaves something to be desired though. It is extremely blurry and looks horrible to say the least, especially when upsampling. In Photoshop you would have to use a blur filter after using the bicubic filter to make it look like that. Blurring the image also helps reduce the halo effect.Nick said:Here's an interesting page discussing the problem:
I'm really impressed with the result. Too bad it doesn't work as well with photos (complex shapes). I'd still prefer a regular bilinear filter for most uses. Though I have to say that your filter is vastly superior to many commercial resampling solutions which are gimmicky at best.MaxSt said:
scaled 300% - hq3x filter.
The halo artifact is shown quite clearly here. A bilinear filter would produce a much better result.MaxSt said:
scaled 300% - bicubic filter from Photoshop.
That Xin Li filter is very impressive. Gives a very natural result. Do you know if it is possible to get an application or a plug-in that supports it?MfA said:For a nice example of relatively state of the art magnifcation methods ...
Well, it's been a while since I used PSP but with Photoshop it's the other way around. Bicubic is superior for downsampling while bilinear works better for upsampling. I've also noticed that Photoshop generates a far less blurry result when using bicubic filter than the examples Nick linked to. So either Photoshop's bicubic implementation is indeed wrong (which I doubt) or the other apps add a little blur to remove jaggies and halo effect.Humus said:This is why for instance Paint Shop Pro when resizing with the "smart resize" option uses bicubic for magnification and bilinear for minification.