Re: [Algorithms] Sampling vs fitting values over vertices
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From: Bert P. <be...@bp...> - 2009-11-06 23:46:32
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This sounds like a standard sampling problem, so all of the literature with regards to sampling, aliasing, undersampling, filtering and reconstruction could be helpful? (including a thread IIRC about it either here or on SWeng) Ie. that may tell you how many samples you need to be artefact free, how to best position and maybe subdivide them, using gradients for better reconstruction, adding a good filter, etc. > gives compelling improvements, etc. Searching on the web/archive didn't > really find too much (besides D3DX PRT methods that don't say how they > work, and still require a texture thus an atlas/usable parameterization, > which I don't really want to deal with). PRT solves an undersampling problem, but a different one; instead of figuring out what the best lighting params are for a vertex to accurately represent a face, it figures out what the best lighting params are for representing the entire incoming radiance (cosine convolved, optionally bounced/scattered) at the sample location. It can be done per vertex, in which case it doesn't need a UV mapping, but then it can suffer artefacts from interpolation or unfortunate sample locations again; hence it solves a related but different problem and wouldn't solve your issue (other than smoothing things out perhaps and thus being less vulnerable to it). hth, bert |