If you know a nice 5–10-page “modern” summary of how to treat filters for image resampling aimed at a non-specialist audience, please link away. The better alternatives are all like 50-page papers with worse titles and a lot of math. The paper's arguments about coordinate systems (whether the y-coordinate should grow toward the top of the screen or the bottom, and whether pixels should be centered on half-integer points) are also a waste of time for the modern reader. Historically, that context was at best a neutral choice that was equally unrealistic no matter what kind of hardware you were working with, but mathematically convenient. Doing image processing in a point sample or gaussian context is certainly useful, but it's definitely not more fundamentally right than the little square model. Interpreting the data as integrated over a gaussian distribution is also less realistic than the rectangle interpretation. If you take a random JPEG or PNG off the Internet, interpreting the pixel data as point samples will usually be less accurate than interpreting them as integrated over a rectangle. However, they are more likely to be representative of little rectangles now than they were in 1995, now that most photographs are captured on Bayer arrays of square sensors, most computer-generated images are rendered as an average of point samples weighted according to estimated coverage of a square pixel, and everything is displayed on LCD or OLED panels with square pixels comprised of rectangular subpixels. Pixels are often not representative of little squares (rectangles). There are better ways to make the few of its points that are still valid, without making assumptions and assertions that are frequently invalid with today's technology. However, this can also affect your performance negatively by inadvertently making your game lag or inducing an input lag.That memo needs to die. It does so by slowing down the GPU pipeline to make sure the frame rate doesn’t go above your refresh rate. V-SyncĪnother widely used technique, V-Sync basically caps your in-game frame rate to your monitor’s refresh rate, preventing screen tearing. It includes shader-based effects such as depth of field, motion blur, ambient occlusion, FXAA, and/or SMAA as well. Post-processing generally refers to effects that are implemented in the last phase of rendering, after all the other effects like tessellation, multi-sampling, reflections, and shadows are done. It takes vertices and control points as input and then outputs the vertex position for the newly produced domain samples. These are very similar to geometry shaders in that they take patches and the output is sent to the tessellator after which the domain shader uses the new vertex data and control points to finalize the results. ![]() There are three parts involved in tessellation: Hull shader which calculates the tessellation factors. ![]() This allows you to load a relatively coarse mesh, generate more vertices and triangles dynamically and then make it into a finer mesh. It does this by repeatedly subdividing the current geometry into a finer mesh. Tesselation is a technique that allows you to reproduce primitives (triangles, lines, points, and such) in a 3D application. It is done by dividing the polygons into smaller ones to improve the mesh complexity and detail. Tessellation is a DX11 based technique used to increase the level of detail in a scene without increasing the texture size. These are much less detailed and inaccurate, and at times one whole reflective surface as large as a river or lake may use the same cube map. In this, the textures are pre-baked onto the various sides of a cube and stored as six square textures or unfolded into six square regions of a single texture. What is Ray-Tracing and How is it Different from Rasterization: A Look at the Working of NVIDIA’s RTX GPUsĪnother popular refection technique is cube-mapping.If there are other objects that are present in the same location but not visible on the screen, they will be culled. However, it only does so for the objects visible on the screen. ![]() SSR basically re-renders the scene on transparent surfaces. Screen space reflections is a technique to render dynamic in-game reflections. Screen Space Reflections No SR (notice the car reflection is absent) SR On They are usually traced using screen-space ray-tracing. Traditional volumetric lighting simply is a demonstration of how the sun rays (or any rays) appear and behave in the game world. Team Green uses tessellated godrays which are more performance-intensive but look better too. Remember NVIDIA’s godrays? Yeah, that’s basically what volumetric lighting is.
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