Re: [Bf-committers] Super-sampling and anti-aliasing
Thank you for your preliminar tests, very interested to see the new ones. Daniel Salazar www.3developer.com On Tue, Sep 21, 2010 at 3:10 PM, Tevhadij Shwejpoi tevha...@gmail.com wrote: Hi Brecht, Using the Full Oversampling option on the material should make it compute the full shading/texturing for each subpixel sample. Thank you. This is what I was looking for. I apologize for not digging deep enough. I will now update the previous results so we can finally compare. Kind regargs, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
Dear All, While I am at it, is there a way to produce an infinite plane? Kind regards, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
Every system has limits. Afaik, Blender's is 10,000 units in any direction. Use Mist to have things fade out to infinity. --Roger Check out my website at www.rogerwickes.com for a good deal on my book and training course, as well as information about my latest activities. Use coupon Papasmurf for $15 off! - Original Message From: Tevhadij Shwejpoi tevha...@gmail.com To: bf-blender developers bf-committers@blender.org Sent: Tue, September 21, 2010 5:35:29 PM Subject: Re: [Bf-committers] Super-sampling and anti-aliasing Dear All, While I am at it, is there a way to produce an infinite plane? Kind regards, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
Hello :) Thanks for your will to improve Blender, sampling algorithms are always wellcome, and a really nice adition to the Blender toolbox though not many people realize their importance at first sigth. I would like to help you if no one with more skills have the time to do so feel free to contact me at ra...@info.upr.edu.cu Regards Farsthary Dear all, I posted the message below to the Academic Research list, where I was advised to post here. I am a computer graphics professor and one of my areas of expertise is sampling. I have recently designed a family of new supersampling approaches (better kernels) and found them to work very well in my own prototype. The resulting images are sharper and less aliased than those obtained with standard kernels such as box, tent, mitchell-netravali, catmull-rom etc. The downside is that noise can become more apparent if present. The implementation is not particularly complicated, and it was a simple matter to modify pbrt-v2 to support these new kernels. As the next step, I decided to implement them in Blender, figuring that this would benefit a larger audience. In the process, I have been somewhat confused with what I can infer from Blender's source-code. Is there a kind and soul reading this list who is interested in this topic, knows a bit about the workings of Blender, and available to exchange a few words with me? It seems as though it may be possible to improve Blender's sampling even disregarding my own research efforts. Kind regards, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
On Sat, Sep 18, 2010 at 5:01 PM, ra...@info.upr.edu.cu wrote: Hello :) Thanks for your will to improve Blender, sampling algorithms are always wellcome, and a really nice adition to the Blender toolbox though not many people realize their importance at first sigth. Being one of those people, do you have a link with some pics, so that I can learn? Thanks. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massagen Arbeit in Gelsenkirchen Buer http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
Great, do you have a page with documentation and samples? nothing speaks better than a pic you know. Also I recommend contacting Matt Ebb about questions (hehe hi matt!) Daniel Salazar www.3developer.com On Thu, Sep 16, 2010 at 12:49 PM, tevhadij shwejpoi tevha...@gmail.com wrote: Dear all, I posted the message below to the Academic Research list, where I was advised to post here. I am a computer graphics professor and one of my areas of expertise is sampling. I have recently designed a family of new supersampling approaches (better kernels) and found them to work very well in my own prototype. The resulting images are sharper and less aliased than those obtained with standard kernels such as box, tent, mitchell-netravali, catmull-rom etc. The downside is that noise can become more apparent if present. The implementation is not particularly complicated, and it was a simple matter to modify pbrt-v2 to support these new kernels. As the next step, I decided to implement them in Blender, figuring that this would benefit a larger audience. In the process, I have been somewhat confused with what I can infer from Blender's source-code. Is there a kind and soul reading this list who is interested in this topic, knows a bit about the workings of Blender, and available to exchange a few words with me? It seems as though it may be possible to improve Blender's sampling even disregarding my own research efforts. Kind regards, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Super-sampling and anti-aliasing
Dear all, It is great to find help! I will produce a few samples this week (no access to my office's computer this weekend) and post them on-line. Since I am not an artist, those samples will most likely include a checkerboard and a zonal plate. :) I will also try to replicate these results with Blender so we can compare. Regards, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Super-sampling and anti-aliasing
Dear all, I posted the message below to the Academic Research list, where I was advised to post here. I am a computer graphics professor and one of my areas of expertise is sampling. I have recently designed a family of new supersampling approaches (better kernels) and found them to work very well in my own prototype. The resulting images are sharper and less aliased than those obtained with standard kernels such as box, tent, mitchell-netravali, catmull-rom etc. The downside is that noise can become more apparent if present. The implementation is not particularly complicated, and it was a simple matter to modify pbrt-v2 to support these new kernels. As the next step, I decided to implement them in Blender, figuring that this would benefit a larger audience. In the process, I have been somewhat confused with what I can infer from Blender's source-code. Is there a kind and soul reading this list who is interested in this topic, knows a bit about the workings of Blender, and available to exchange a few words with me? It seems as though it may be possible to improve Blender's sampling even disregarding my own research efforts. Kind regards, Tev ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers