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texture rendering without filtering

texture rendering without filtering

2004-06-03       - By Nick

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Reply:     1     2     3     4     5     6     7     8     9     10  

I think I posted a shader a few threads back to get non filtered images to
drive displacements, the thread if I remember was about achieving a pin cushion
effect with displacements... you can avoid texture filtering through the
rendertree, it's nothing too complex, that way you can also crank your anti
-aliasing to whatever levels suit best while still preserving the advantages of
adaptive aa...  
 -- -- Original Message -- --
 From: Andras Ikladi
 To: XSI@(protected)
 Sent: Thursday, June 03, 2004 11:20 PM
 Subject: Re: texture rendering without filtering


 kim aldis wrote:

 > That I couln't be sure about without running some tests. It's not something
 >I do a lot of, although I was working with someone a year or so ago who was
 >doing camera projections for set replacement and he had a hell of a job
 >trying to get it right. My guess is that there'd need to be some kind of
 >filtering because the textured image could get pulled around in all sorts of
 >ways, stretched or compressed according to camera, object distortion,
 >scaling, whatever. The question really is, does it filter where it doesn't
 >really need to.
 >
 >The comment was no more, really, than an observation in the interests of
 >completeness. I have a thing about accuracy and it seemed to me that it was
 >possible to infer that threshold played a part when in fact it didn't.
 >  
 >
 Sorry, i was more replying to Bernard's post, just was a lazy beotch
 including the correct history :)

 ---
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<DIV><FONT face=Arial size=2>I think I posted a shader a few threads back to
get
non filtered images to drive displacements, the thread if I remember was about
achieving a pin cushion effect with displacements... you can avoid texture
filtering through the rendertree, it's nothing too complex, that way you can
also crank your anti-aliasing to whatever levels suit best while still
preserving the advantages of adaptive aa... &nbsp;&nbsp;</FONT></DIV>
<BLOCKQUOTE
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT:
#000000 2px solid; MARGIN-RIGHT: 0px">
 <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV>
 <DIV
 style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
 <A title=kodiak@(protected) href="mailto:kodiak@(protected)">Andras
 Ikladi</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected)
 href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>Sent:</B> Thursday, June 03, 2004 11:20
 PM</DIV>
 <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: texture rendering without
 filtering</DIV>
 <DIV><BR></DIV>kim aldis wrote:<BR><BR>&gt; That I couln't be sure about
 without running some tests. It's not something<BR>&gt;I do a lot of, although
 I was working with someone a year or so ago who was<BR>&gt;doing camera
 projections for set replacement and he had a hell of a job<BR>&gt;trying to
 get it right. My guess is that there'd need to be some kind
 of<BR>&gt;filtering because the textured image could get pulled around in all
 sorts of<BR>&gt;ways, stretched or compressed according to camera, object
 distortion,<BR>&gt;scaling, whatever. The question really is, does it filter
 where it doesn't<BR>&gt;really need to.<BR>&gt;<BR>&gt;The comment was no
 more, really, than an observation in the interests of<BR>&gt;completeness. I
 have a thing about accuracy and it seemed to me that it was<BR>&gt;possible
to
 infer that threshold played a part when in fact it didn't.<BR>&gt;&nbsp;
 <BR>&gt;<BR>Sorry, i was more replying to Bernard's post, just was a lazy
 beotch <BR>including the correct history :)<BR><BR>---<BR>Unsubscribe? Mail
<A
 href="mailto:Majordomo@(protected)">Majordomo@(protected)</A> with the
 following text in body:<BR>unsubscribe xsi<BR></BLOCKQUOTE></BODY></HTML>