Re: [Algorithms] Filtering
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From: Nathaniel H. <na...@io...> - 2010-10-01 17:59:27
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Didn't the newer NVIDIA GPUs fix this? > You guessed right. The loss of precision is in the texture units. > Unfortunately, 8 bit components are filtered to 8 bit results (even though > they show up as floating point values in the shader). This is true for > nvidia gpus for sure and probably all other gpus. > > -mike > ----- Original Message ----- > From: Stefan Sandberg > To: Game Development Algorithms > Sent: Friday, October 01, 2010 1:45 AM > Subject: Re: [Algorithms] Filtering > > > Assuming you're after precision, what's wrong with doing it manually? :) > If performance is what you're after, and you're working on textures as > they were intended(ie, game textures or video or something like that, > not 'data'), you could separate contrast & color separately, keeping > high contrast resolution, and downsampled color, and > you'd save both bandwidth and instr. > If you simply want to know 'why', I'm guessing loss of precision in the > tex units? > You've already ruled out shader precision from your own manual > filtering, so doesn't leave much else, imo.. > Other than manipulating the data you're working on, which is the only > thing you -can- change I guess, I cant really see a solution, > but far greater minds linger here than mine, so hold on for what I > assume will be a lengthy description of floating point math as > it is implemented in modern gpu's :) > > > > > > > On Fri, Oct 1, 2010 at 9:57 AM, Andreas Brinck > <and...@gm...> wrote: > > Hi, > > I have a texture in which I use the R, G and B channel to store a > value in the [0, 1] range with very high precision. The value is > extracted like this in the (Cg) shader: > > float > extractValue(float2 pos) { > float4 temp = tex2D(buffer, pos); > return (temp.x * 16711680.0 + temp.y * 65280.0 + temp.z * 255.0) * > (1.0 / 16777215.0); > } > > I now want to sample this value with bilinear filtering but when I do > this I don't get a correct result. If I do the filtering manually like > this: > > float > sampleValue(float2 pos) { > float2 ipos = floor(pos); > float2 fracs = pos - ipos; > float d0 = extractValue(ipos); > float d1 = extractValue(ipos + float2(1, 0)); > float d2 = extractValue(ipos + float2(0, 1)); > float d3 = extractValue(ipos + float2(1, 1)); > return lerp(lerp(d0, d1, fracs.x), lerp(d2, d3, fracs.x), > fracs.y); > } > > everything works as expected. The values in the buffer can be seen as > a linear combination of three constants: > > value = (C0 * r + C1 * g + C2 * b) > > If we use the built in texture filtering we should get the following > if we sample somewhere between two texels: {r0, g0, b0} and {r1, g1, > b1}. For simplicity we just look at filtering along one axis: > > filtered value = lerp(r0, r1, t) * C0 + lerp(g0, g1, t) * C1 + > lerp(b0, b1, t) * C2; > > Doing the filtering manually: > > filtered value = lerp(r0 * C0 + b0 * C1 + g0 * C2, r1 * C0 + g1 * C1 + > b1 * C2, t) = > = (r0 * C0 + b0 * C1 + g0 * C2) * (1 - t) + (r1 * > C0 + g1 * C1 + b1 * C2) * t = > = (r0 * C0) * (1 - t) + (r1 * C0) * t + ... = > = lerp(r0, r1, t) * C0 + ... > > So in the world of non floating point numbers these two should be > equivalent right? > > My theory is that the error is caused by an unfortunate order of > floating point operations. I've tried variations like: > > (temp.x * (16711680.0 / 16777215.0) + temp.y * (65280.0/16777215.0) + > temp.z * (255.0/16777215.0)) > > and > > (((temp.x * 256.0 + temp.y) * 256.0 + temp.z) * 255.0) * (1.0 / > 16777215.0) > > but all exhibit the same problem. What do you think; is it possible to > solve this problem? > > Regards Andreas > > ------------------------------------------------------------------------------ > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing. > http://p.sf.net/sfu/novell-sfdev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > > > > ------------------------------------------------------------------------------ > > > ------------------------------------------------------------------------------ > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing. > http://p.sf.net/sfu/novell-sfdev2dev > > > ------------------------------------------------------------------------------ > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list------------------------------------------------------------------------------ > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing. > http://p.sf.net/sfu/novell-sfdev2dev_______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |