Re: [Algorithms] Filtering
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From: Andreas B. <and...@gm...> - 2010-10-01 19:42:13
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Well that certainly explains it. I guess I'm stuck with doing the filtering myself then. Thanks anyway guys! On Fri, Oct 1, 2010 at 4:54 PM, Michael Bunnell <mi...@fa...> wrote: > 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 > |