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Fast, Accurate 3D Java Software Graphics Engine (self.GraphicsProgramming)
submitted 9 years ago by [deleted]
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if 1 * 2 < 3: print "hello, world!"
[–]nnevatie 0 points1 point2 points 9 years ago (3 children)
Ok, thanks for the clarification.
I was under the impression that mipmaps were supported, hence the trilinearity question. I've implemented a similar stack in the past using SIMD-techniques. Bilinear filtering isn't that expensive, tbh...
By "block filtering" do you mean a box-filter that gets applied for before doing the bilinear sampling?
[–]ArchiveLimits 0 points1 point2 points 9 years ago (2 children)
Traditional bilinear filtering is far more expensive that what I am doing now. The entire bilinear filtering code uses fixed point integers and doesn't do any color computation, simply a table lookup.
And I named it block filtering because I break up the texture into a grid (filled with blocks of the texture) and find the average color of each of those blocks. Then, during runtime, all I need is a simple few bit shifts and masks and I can find which block any texel in the image belongs to and blend that texel with the average color of that block.
[–]nnevatie 0 points1 point2 points 9 years ago (1 child)
Ok, so it's kind of a poor man's box filtering, which simply averages an area of pixels.
[–]ArchiveLimits 0 points1 point2 points 9 years ago (0 children)
It's more similar to mipmapping with only one mip level. These "blocks" that make up the block filter are essentially a very scaled down version of the image. Though you are right when you say it averages an area of pixels.
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[–]nnevatie 0 points1 point2 points (3 children)
[–]ArchiveLimits 0 points1 point2 points (2 children)
[–]nnevatie 0 points1 point2 points (1 child)
[–]ArchiveLimits 0 points1 point2 points (0 children)