Texture filtering and cubemap edges

Practical and theoretical implementation discussion.
Sauce
Posts: 3
Joined: Thu Dec 08, 2011 1:48 pm

Texture filtering and cubemap edges

Postby Sauce » Sat Dec 31, 2011 3:21 am

I'm currently using a cubemap environment for my test renders and am trying to implement some degree of texture filtering techniques. I can perform bilinear filtering on 2D textures, and on the individual faces of a cubemap texture, but I'm stumped when it comes to filtering edges (and even more confusingly, corners) where the faces meet. I've heard that D3D10 requires hardware support for filtering across faces but have yet to find any resources explaining how it's implemented. Has anyone implemented this?

Vilem Otte
Posts: 24
Joined: Sun Dec 25, 2011 12:42 am

Re: Texture filtering and cubemap edges

Postby Vilem Otte » Thu Jan 05, 2012 8:08 pm

Though this is not related to ray tracing, I'll answer.

So, seams are problem even for standard cubemapping, though you can use this extension in OpenGL (Dunno whats its equivalent in D3D10 though) http://www.opengl.org/registry/specs/ARB/seamless_cube_map.txt, or maybe Yasneya's blog on GameDev will help http://www.gamedev.net/blog/73/entry-2005516-seamless-filtering-across-faces-of-dynamic-cube-map/

If you want to filter cubemaps with some blur, you have to perform angular extent filtering, it should be implemented in AMD CubeMapGen, source code link here http://www.geeks3d.com/forums/index.php?topic=2256.0


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