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Textures, compression, filtering

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The accelerator uses an interpolation method to produce smooth transitions ... It samples eight pixels and interpolates these before rendering, twice as much ... – PowerPoint PPT presentation

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Title: Textures, compression, filtering


1
Textures, compression, filtering
  • One way to reduce the overhead of using very many
    textures per scene is to compress the textures
  • Compressed textures use less bandwidth in
    transmission from hard disc to system RAM to
    graphics card texture buffer
  • If textures are kept compressed, they use less
    graphics card texture buffer

2
Textures, compression, filtering
  • This requires hardware to decode textures during
    rendering
  • S3 and 3dfx had texture compression systems built
    into their hardware, with support in DirectX 7
    onwards (DXTC)
  • Surviving graphics companies have embraced and
    extended this approach

3
Texture Filtering
  • Point sampling is used in software rendering when
    3D acceleration is unavailable
  • Bi-linear filtering is the method that is
    standard today, often accompanied by something
    called mip-mapping
  • Tri-linear filtering is a "high-quality" mode
    used to enhance visual realism yet another notch
    but it usually comes with a slight speed penalty

4
Three levels of mip-map textures
5
Mip-mapping (level-of-detail)
  • Several versions of the same texture are used to
    represent a given texture on screen at different
    distances
  • Further away a smaller version of the texture is
    used and closer a bigger, more detailed one
  • Mip-mapping can be used regardless of filtering
    method

6
Mip-mapping (level-of-detail)
  • The advantages of using Mip-mapping lies mainly
    in that it reduces memory bandwidth requirements
    of rendering
  • How? think about it
  • It also offers better quality in the rendered
    image

7
Bilinear vs Pixel resize
8
Bi-linear texture filtering
  • Bi-linear filtering is more or less the standard
    today
  • Supported by just about every 3D accelerator on
    the market
  • The accelerator uses an interpolation method to
    produce smooth transitions between different
    pixels in the source texture
  • This is done by sampling the four closest pixels
    of the source texture (or most suitable mip-map)
    and interpolating these values before rendering
    each single texel on screen

9
Tri-linear texture filtering
  • Tri-linear filtering is similar to bi-linear
    filtering
  • But tri-linear filtering also uses the four
    closest pixels in the second most suitable
    mip-map to produce smoother transitions between
    mip-map levels
  • It samples eight pixels and interpolates these
    before rendering, twice as much as bi-linear does
  • Tri-linear filtering always uses mip-mapping

10
Anisotropic texture filtering
  • Anisotropic filtering is the latest filtering
    type to be implemented in 3D accelerators and is
    even more advanced than tri-linear filtering
  • Anisotropic (which means non-uniform shape)
    samples from more than 8 pixels, depending on the
    degree of surface tilting in the X,Y and Z
    directions
  • The sample area is based on an area of visibility
  • It requires even more processing than tri-linear
    filtering, which means it can be much slower

11
Antialiasing
12
Antialiasing
13
Antialiasing
  • All modern 3D video accelerators support some
    sort of anti-aliasing feature
  • Polygon edge anti-aliasing was popular for a
    year or so
  • When using PEAA the accelerator or the driver or
    the application determines which triangle edges
    to anti-alias and then renders these edges again
    with a slight offset and lower opacity to produce
    a smoothing effect
  • The end result is a smoother image and no ugly
    jagged polygon edges

14
Antialiasing
  • Anti-aliasing by down-sampling is a very
    different approach from polygon edge
    anti-aliasing
  • The accelerator renders the scene at an increased
    resolution and then scales it down with bi-linear
    or bi-cubic filtering to the end screen
    resolution
  • Visual quality is very high
  • We may be quadrupling the load on the GPU
  • Some newer accelerators have a high enough fill
    rate to consider this form of anti-aliasing

15
Hardware Transform Lighting
  • Hardware TL moves a lot of work away from the
    CPU and onto the GPU
  • With hardware TL, the CPU is no longer expected
    to break an object down into constituent
    triangles, then transform and illuminate them and
    send the data to the GPU
  • Rather we send the objects (including lights) to
    the GPUs object buffer, then tell the GPU where
    to put the objects within the scene

16
References
  • For current coverage
  • www.sharkyextreme.com
  • www.firingsquad.com
  • www.tomshardware.com
  • History
  • S3 Savage 2000 review, PC Pro magazine, March
    2000, page 185
  • Graphics Card Shoot-Out, Personal Computer World,
    March 2000, page 80
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