Re: Fast SH squaring
Ben Yeoh <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
On Thu, Oct 22, 2009 at 4:09 AM, Bert Peers <[email protected]> wrote: > > Seriously though, in what context is this problem popping up? > > Basically, I am trying to evaluate a better approximation to an SH exponential, as recommended by the paper I mentioned earlier. I'm getting some wierd ringing artifacts with just the OL approach even with 1 sphere blocker that is probably approximation error. Or it could be just due to some random stupidity on my part - although I've checked my stuff and it looks like it's in order. Anyway, that is a subject for another thread... Also, I'm doing all the computations per-pixel in the GPU, with 16 coefficents (4th order... or is that 3? :)) so a more efficient scheme than a general triple-product would be indispensable to an application that is already very very very fill-rate bound. Ben ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list