I think I lost you here, what numerical simulation are you talking about?
"Each type of calculation is performed in a coordinate system that is natural for that type of calculation."
Well, among other similar ideas, the main example I was thinking of simply involved storing pixels as a summation of weighted samples -- (keeping track of the sum of weights as well, i.e. an "RGBW" type of color format) -- using whatever weighting scheme is applicable. It's not a generic thing for all types of color arithmetic, but it's a cheap trick that I like for several applications involving weighted sums of color samples. I was originally trying it in an MCPT renderer I mess around with in my spare time, and it works nicely for those types of things.As I'm sure you already know, this is the approach use in Reyes.
Can you expand a bit on the first sentence?
You can add to the list occlusion culling and post processing effects.What can the SPU's do to aid the RSX?. I've already read some stuff from GDC on the SPU's doing stuff such as skinning, triangle culling and shadow map generation, but I would like someone to shed some more light on what else they can do to aid the RSX. Thank you in advance.
I disagree, applying a low pass filter after having sampled a signal is not what I'd call anti-aliasing, but something more along the lines of: "OMG!!! we didn't pre-filter this stuff, we're also undersampling it, we're screwed! let's do something!!"
You can add to the list occlusion culling and post processing effects.
Sony's GDC presentations are full of details about EDGE afaik.Would you per chance have any info on edge geometry? (I believe GG are using it for KZ2).
For accumulating subpixel samples, when you're rasterizing and you can't inherently assume that someone is going to feed you sorted polys or use a Z-Prepass and Early-Z culling and what not, you have some issues... when overdraw occurs, and the same pixel gets new samples from new geometry, you have to know that the old ones might need to be thrown out if those samples occlude the previous ones... then again, it's possible that this pixel might be on the edge of the new geometry, in which case, you might have to reconsider how you toss out samples since you've kind of destroyed any information that there were multiple samples already.
Anti-aliasing has a very specific meaning in discrete-sampling systems, and you've certainly nailed the gist of it here. Anybody who disagrees should review first-principles.
Well, what I was getting at is that when directly filling/rasterizing triangles, you don't necessarily know if a given sub-pixel sample will actually be in the final image. Z-sorting or Z-Prepasses and so on can deal with that, but I was saying that's not something you can assume everybody will do all the time (I'm kind of talking as if we're applying this to hardware, mind you).You are saying that rasterizing is bad because detail (samples) are especially needed on the edges of triangles and that's exactly where rasterizing is a bit dumb due to fixed resolution. Am I correct?
How can that be resolved with "sampling" as opposed to rasterizing? Would you accumulate all the potenitally visible (micro?) polygons within a single pixel and then do some kind of "sub-pixel ray-casting"?
Umh..it's easier than you thinkIf you want to use SPU to do AA, you have to handle framebuffer tile and compression yourself. That's the bottom line, and I don't think it's feasible at the least bit. One must rely on the RSX to decompress the depth buffer before accessing it unless you want to do the depth buffer yourself.
LOL, I've just shared a cab with the author and since I paid the run he must have decided that my financial support needed to be acknowledgedAny link with you? Maybe you want to tell us more about your secrete life?
I'd be very grateful if you could point to any references where I can have a look at those first-principles.
I'll stick my neck out and say that because, in 3D graphics we can't (currently|feasibly**) pre-filter the model data prior to sampling, I am 100% happy with the following broad definition from the graphics bible.hey don't clearly define anti-aliasing
page 132 Computer Graphics. Principles and Practice said:The application of techniques that reduce or eliminate aliasing is referred to as antialiasing, and primitives or images produced using these techniques are said to be antialiased.
I am 100% happy with the following broad definition from the graphics bible.
I'd take this to include any super-sampling or stochastic approach (which moves the aliasing into high frequency, less detectable, noise).page 132 Computer Graphics. Principles and Practice said:The application of techniques that reduce or eliminate aliasing is referred to as antialiasing, and primitives or images produced using these techniques are said to be antialiased.
I'll stick my neck out and say that because, in 3D graphics we can't (currently|feasibly**) pre-filter the model data prior to sampling,
How does that particular book define aliasing?I am 100% happy with the following broad definition from