Closed p0nce closed 10 months ago
it makes little difference it seems. ^highlights exagerated 8x.
Left: baseline 1331 4 taps Right: handmade Magic Kernel 4 taps. Still not anisotropic.
It seems the biggest visual issue is the bilinear sampling itself.
All cubic sampling (right) vs all linear sampling (left) on the 5 mipmap levels. Doing it on later levels would be a bit more expensive but also solves part of the issue. Agair both our mipmapping filter don't make a difference, I think those filters are wrong.
[x] Softer kernel (larger variance)? => bingo
[x] Sharper kernel (lower variance)? => nope
With cubic-sampling and no noise.
Left: exp(-x*x*05493 * 1.5)
Right: exp(-x*x*05493 * 0.5)
Now we got something.
[x] Dichotomize to find best value between 1 and 0.1 for this factor. => 0.35
Basically making the mipmap blurrier works to mask anisotropy. That would be just for diffuse (emisive effect) since depth would probably suffer from changes like this.
Baseline | New mipmap kernel for diffuse + one cubic sample at highest level | New mipmap kernel for diffuse + two cubic samples at highest level
aaaaand the new kernel isn't especially nicer on Graillon. It's mostly just a bit blurrier. Let's see how much cubicSample we need first.
2 samples of cubic > all samples of cubic (!!!) >> 1 samples of cubic >> all linear samples >> no futurePBREmissive futurePBREmissive gets 2 samples of cubic for the higher mipmaps then.
mmmm, perhaps 0.5493 * 0.35 as variance was too small, try higher. =>no, not worth it
futurePBREmissive
has changed in a small way
https://bartwronski.com/2022/03/07/fast-gpu-friendly-antialiasing-downsampling-filter/