POV-Ray : Newsgroups : povray.newusers : mipmapping : Re: mipmapping Server Time
30 Jul 2024 00:31:03 EDT (-0400)
  Re: mipmapping  
From: Tim Nikias
Date: 11 May 2005 15:27:08
Message: <42825c8c$1@news.povray.org>
> I think he means using mipmaps, and then taking the two nearest mipmaps
for
> the scale level of the current sample, bilinearly interpolating to get the
> color for each of them at the sample position, and then linearly
> interpolating between the two results to get the final value.
>
> In my experience, this approach generates a little too much blurring, and
> when I program with OpenGL, I often wish that I could have nice
> anti-aliasing instead.

As I just recently learned in a course at my university, the way you
describe it is the standard hardcoded way on older graphics cards. The new
ones (ATI Radeon 9800 and upwards, and I think the NVidias FX and upwards)
come with programmable Vertex and Fragment Shaders, and with fragment
shaders you can script some more elaborate way of interpolation. The guy
showed us some examples of the usual mipmap-fading to avoid jumps between
the different mipmaps, and one which interpolates amongst several
mipmap-levels, depending on the angle of the pixel (and thus the area it
would cover on the image-map). It looked real crisp.

However, we're drifting away from the topic at hand, being of help to tahoma
to get his images look good. :-)

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.