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> Basically, you have to compute the color of an area of texture, not just
> one point.
>
> 1: Use distance-based blurring on the texture. Beyond a certain
[....]
> techniques to compute the color. One possible way to do this would be to
> fire a pair of slightly different rays (or maybe 3 rays?) and calculate
> the angle between them. The only disadvantage this would have would be
> speed.
You know, you can always construct scenes (intentionally), that will breake
this algo ...
I would simply try to create _VERY_ small structures...
either I will produce still moires or your algo would be simply inaccurate
...
basically you wil always have problems, with scenes that produce
moire-patterns ...
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