Re: Filtering

Tibor Klajnscek <[email protected]> Fri, 01 Oct 2010 22:42:21 +0200
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
  Just wanted to point something out - now that you know it won't work 
it probably makes sense to switch to a float32 texture and still do the 
filtering manually... you'll at least save the pack/unpack instructions :)

- Tibor

On 10/1/2010 9:51 PM, Andreas Brinck wrote:
> Hi Ola,
>
> unfortunately the floating point textures on the platform I'm working
> on don't support bilinear filtering (this is the reason why I stored
> the value in an RGB-texture to begin with).
>
> /Andreas
>
> P.S. Got your Ph.D yet?
>
> On Fri, Oct 1, 2010 at 8:12 PM, Ola Olsson<[email protected]>  wrote:
>> While we're throwing ideas around, why not try using a float texture and see
>> if it produces the same error?
>>
>> .ola
>>
>> P.S.
>>   Hi Andreas :)
>>
>> ----- Original Message -----
>> From: "Nathaniel Hoffman"<[email protected]>
>> To: "Game Development Algorithms"<[email protected]>
>> Sent: Friday, October 01, 2010 7:59 PM
>> Subject: Re: [Algorithms] Filtering
>>
>>
>>> Didn't the newer NVIDIA GPUs fix this?
>>>
>>>> You guessed right. The loss of precision is in the texture units.
>>>> Unfortunately, 8 bit components are filtered to 8 bit results (even
>>>> though
>>>> they show up as floating point values in the shader). This is true for
>>>> nvidia gpus for sure and probably all other gpus.
>>>>
>>>> -mike
>>>>    ----- Original Message -----
>>>>    From: Stefan Sandberg
>>>>    To: Game Development Algorithms
>>>>    Sent: Friday, October 01, 2010 1:45 AM
>>>>    Subject: Re: [Algorithms] Filtering
>>>>
>>>>
>>>>    Assuming you're after precision, what's wrong with doing it manually?
>>>> :)
>>>>    If performance is what you're after, and you're working on textures as
>>>> they were intended(ie, game textures or video or something like that,
>>>> not 'data'), you could separate contrast&  color separately, keeping
>>>> high contrast resolution, and downsampled color, and
>>>>    you'd save both bandwidth and instr.
>>>>    If you simply want to know 'why', I'm guessing loss of precision in the
>>>> tex units?
>>>>    You've already ruled out shader precision from your own manual
>>>> filtering, so doesn't leave much else, imo..
>>>>    Other than manipulating the data you're working on, which is the only
>>>> thing you -can- change I guess, I cant really see a solution,
>>>>    but far greater minds linger here than mine, so hold on for what I
>>>> assume will be a lengthy description of floating point math as
>>>>    it is implemented in modern gpu's :)
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>    On Fri, Oct 1, 2010 at 9:57 AM, Andreas Brinck
>>>> <[email protected]>  wrote:
>>>>
>>>>      Hi,
>>>>
>>>>      I have a texture in which I use the R, G and B channel to store a
>>>>      value in the [0, 1] range with very high precision. The value is
>>>>      extracted like this in the (Cg) shader:
>>>>
>>>>      float
>>>>      extractValue(float2 pos) {
>>>>         float4 temp = tex2D(buffer, pos);
>>>>         return (temp.x * 16711680.0 + temp.y * 65280.0 + temp.z * 255.0) *
>>>>      (1.0 / 16777215.0);
>>>>      }
>>>>
>>>>      I now want to sample this value with bilinear filtering but when I do
>>>>      this I don't get a correct result. If I do the filtering manually
>>>> like
>>>>      this:
>>>>
>>>>      float
>>>>      sampleValue(float2 pos) {
>>>>             float2 ipos = floor(pos);
>>>>             float2 fracs = pos - ipos;
>>>>             float d0 = extractValue(ipos);
>>>>             float d1 = extractValue(ipos + float2(1, 0));
>>>>             float d2 = extractValue(ipos + float2(0, 1));
>>>>             float d3 = extractValue(ipos + float2(1, 1));
>>>>             return lerp(lerp(d0, d1, fracs.x), lerp(d2, d3, fracs.x),
>>>> fracs.y);
>>>>      }
>>>>
>>>>      everything works as expected. The values in the buffer can be seen as
>>>>      a linear combination of three constants:
>>>>
>>>>      value = (C0 * r + C1 * g + C2 * b)
>>>>
>>>>      If we use the built in texture filtering we should get the following
>>>>      if we sample somewhere between two texels: {r0, g0, b0} and {r1, g1,
>>>>      b1}. For simplicity we just look at filtering along one axis:
>>>>
>>>>      filtered value = lerp(r0, r1, t) * C0 + lerp(g0, g1, t) * C1 +
>>>>      lerp(b0, b1, t) * C2;
>>>>
>>>>      Doing the filtering manually:
>>>>
>>>>      filtered value = lerp(r0 * C0 + b0 * C1 + g0 * C2, r1 * C0 + g1 * C1
>>>> +
>>>>      b1 * C2, t)  =
>>>>                        = (r0 * C0 + b0 * C1 + g0 * C2) * (1 - t) + (r1 *
>>>>      C0 + g1 * C1 + b1 * C2) * t =
>>>>                        = (r0 * C0) * (1 - t) + (r1 * C0) * t + ... =
>>>>                        = lerp(r0, r1, t) * C0 + ...
>>>>
>>>>      So in the world of non floating point numbers these two should be
>>>>      equivalent right?
>>>>
>>>>      My theory is that the error is caused by an unfortunate order of
>>>>      floating point operations. I've tried variations like:
>>>>
>>>>      (temp.x * (16711680.0 / 16777215.0) + temp.y * (65280.0/16777215.0) +
>>>>      temp.z * (255.0/16777215.0))
>>>>
>>>>      and
>>>>
>>>>      (((temp.x * 256.0 + temp.y) * 256.0 + temp.z) * 255.0) * (1.0 /
>>>> 16777215.0)
>>>>
>>>>      but all exhibit the same problem. What do you think; is it possible
>>>> to
>>>>      solve this problem?
>>>>
>>>>      Regards Andreas
>>>>
>>>>      ------------------------------------------------------------------------------
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>>>>
>>>>
>>>>
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