Am Sa, den 01.01.2005 schrieb Roland Scheidegger um 19:00:
> Felix Kühling wrote:
> > Hi,
> > 
> > I want to share an idea that I had, which drastically improves the depth
> > buffer quality on Savage4 hardware. Maybe the same can be applied to
> > different hardware too.
> > 
> > Short version: reverse the depth range (z' = 1 - z) such that far
> > coordinates map to z'=0 and near coordinates to z'=1. Then use a
> > floating point format to store depth values in the depth buffer. Of
> > course the hardware needs to support a floating point depth buffer.
> 
> I'm a bit sceptical that this really improves depth buffer quality in 
> general. With D3D it is (if the hw supports it) possible to use a w 
> buffer instead of a z buffer, which has the same precision for far and 
> near objects. However, the loss of precision for near objects was often 
> considered unacceptable. (Radeon R100 and R200 support this, but R300 
> and up no longer do, or at least the driver doesn't expose it, so it 
> looks like it wasn't that useful after all, and not many applications 
> afaik requested w buffers).

The Savage hardware can handle W buffers too. In fact I experimented
with that and the quality looks good. But it doesn't work under all
circumstances. If the viewing transformation is changed in the middle of
rendering a frame, the meaning of W changes and depth ordering is messed
up.

As to loss of accuracy with near objects, I havn't seen any such
problems yet with the applications I tested. OTOH, the improved quality
of far objects is very noticeable for instance in FlightGear and TORCS.
As Vladimir pointed out, it might be a problem for CAD applications
though. Making float depth a configuration option would be a good idea.
And I will have to support both in the driver anyway, since
Savage3D-based hardware doesn't support floating point depth buffers.

> 
> Roland

-- 
| Felix Kühling <[EMAIL PROTECTED]>                     http://fxk.de.vu |
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