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Author here - I imagine this is a bit too niche to get much traction on HN. There's a bit of discussion on bsky https://bsky.app/profile/pema99.bsky.social/post
by pema99 1y ago
Author here - I imagine this is a bit too niche to get much traction on HN. There's a bit of discussion on bsky https://bsky.app/profile/pema99.bsky.social/post/3lotdtgowf22a https://bsky.app/profile/pema99.bsky.social/post/3lotdtgowf2...
- hmage 1y agoI have a hunch nvidia's mipmapping algorithm changes if you open nvidia control panel and change texture filtering to "high performance" vs "high quality"
- boulos 1y agoGreat writeup! I can't tell from your GLSL if these would have forced FMAs for a lot of the intermediate product sums. That would probably be a non-trivial effect, particularly for your large anisotropy cases. The Heckbert paper also describes the basic theory, but you would want to supplement with some of the offline rendering work that followed it. OpenImageIO (OIIO) is pretty widely used, and has gone through several iterations of bug fixing like https://github.com/AcademySoftwareFoundation/OpenImageIO/pull/57/files https://github.com/AcademySoftwareFoundation/OpenImageIO/pul... But for your purposes, you probably just need to find all the magic epsilons and sign checks to make it match.
- pema99 1y agoCool resource, haven't seen this before
- TonyTrapp 1y agoGreat article! If you think it has too much detail, you probably selected the wrong mipmap level for it ;)
- PaulDavisThe1st 1y agoTotally fantastic article. I don't do work that overlaps with this at all, but even after 37+ years as a C++ programmer, I found this enlightening, engaging and informative. Thank you very much.
- Agentlien 1y agoThis was a wonderful article! I love this kind of exploration.
- ImHereToVote 1y agoThis is very relevant to what I'm doing. I'm trying to reproduce the MIP pipeline to get anti-aliased procedural details in fragment. specifically converting high frequency details into roughness.
- sebastianmestre 1y agoA while back I read a paper about downsampling normal maps and converting lost detail into roughness I can try to find it if you want
- ImHereToVote 1y agoNvidia has a quite blocky MIP selection. Did an Nvidia engineer decide that consumers don't notice, and fixed functioned the hell out of it?
- lloeki 1y agoI for one liked the article! Great visualisations. There's a bit of nostalgia ;) Brought me back to the days where GL display lists were the fancy thing to do and any kind of non-ff shader were but a wild dream.
- AshleysBrain 1y agoPerfect blog post for HN IMO - any blog title involving "in too much detail" will probably do well! Great job with the post, the visualizations are fantastic.
- DDoSQc 1y agoThis is great! Would've been really useful a couple months ago when I was refactoring Lavapipe's texture filtering. I worked off the Vulkan spec, which doesn't mention the elliptical transformation. I did notice that the spec says: > The minimum and maximum scale factors (ρmin, ρmax) should be the minor and major axes of this ellipse. Where "should" probably means some transformation can be applied (would be "must" otherwise). Now I'm tempted to implement your visualizations so I can compare my work to your hardware references, and spend more hours getting it closer to actual hardware.
- flexagoon 1y agoBtw, in case you're not aware, the article is somewhat unreadable on mobile devices because the code blocks can't be scrolled horizontally, so half of the code just doesn't fit on the screen. Also, the long latex formula overflows the screen and causes the entire page to move horizontally.
- sebastianmestre 1y agoFyi; you can scroll the code blocks if you zoom out until there is no more horizontal scroll on the page Still sucky but at leas you can read the code
- pema99 1y agoI have close to zero experience with web development, I guess it shows