Re: [Algorithms] Filtering
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From: Adrian B. <ad...@gm...> - 2010-10-03 01:44:20
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FYI, DirectX 11 claims: "Require 8-bits of subtexel and sub-mip
precision on texture filtering"
It doesn't appear to say anything about precision of the resulting
color. I would think subtexel precision usefulness would be at least
somewhat coupled to output precision, but maybe not.
Cheers,
Adrian
On Fri, Oct 1, 2010 at 1:42 PM, Tibor Klajnscek
<tib...@gm...> wrote:
> Just wanted to point something out - now that you know it won't work
> it probably makes sense to switch to a float32 texture and still do the
> filtering manually... you'll at least save the pack/unpack instructions :)
>
> - Tibor
>
> On 10/1/2010 9:51 PM, Andreas Brinck wrote:
>> Hi Ola,
>>
>> unfortunately the floating point textures on the platform I'm working
>> on don't support bilinear filtering (this is the reason why I stored
>> the value in an RGB-texture to begin with).
>>
>> /Andreas
>>
>> P.S. Got your Ph.D yet?
>>
>> On Fri, Oct 1, 2010 at 8:12 PM, Ola Olsson<ola...@gm...> wrote:
>>> While we're throwing ideas around, why not try using a float texture and see
>>> if it produces the same error?
>>>
>>> .ola
>>>
>>> P.S.
>>> Hi Andreas :)
>>>
>>> ----- Original Message -----
>>> From: "Nathaniel Hoffman"<na...@io...>
>>> To: "Game Development Algorithms"<gda...@li...>
>>> Sent: Friday, October 01, 2010 7:59 PM
>>> Subject: Re: [Algorithms] Filtering
>>>
>>>
>>>> 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
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>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> ------------------------------------------------------------------------------
>>>>>
>>>>>
>>>>> ------------------------------------------------------------------------------
>>>>> Start uncovering the many advantages of virtual appliances
>>>>> and start using them to simplify application deployment and
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>>>>>
>>>>> ------------------------------------------------------------------------------
>>>>>
>>>>>
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>>>>> Start uncovering the many advantages of virtual appliances
>>>>> and start using them to simplify application deployment and
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>>>>
>>>>
>>>> ------------------------------------------------------------------------------
>>>> Start uncovering the many advantages of virtual appliances
>>>> and start using them to simplify application deployment and
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>>>
>>> ------------------------------------------------------------------------------
>>> Start uncovering the many advantages of virtual appliances
>>> and start using them to simplify application deployment and
>>> accelerate your shift to cloud computing.
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>> ------------------------------------------------------------------------------
>> Start uncovering the many advantages of virtual appliances
>> and start using them to simplify application deployment and
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>
> ------------------------------------------------------------------------------
> 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
> _______________________________________________
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