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DiagSplitHi,
the DiagSplit paper has been released: http://graphics.stanford.edu/papers/diagsplit/diagSplitPaper.pdf Cheers, Anteru ------------------------------------------------------------------------------ Come build with us! The BlackBerry® 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/devconf _______________________________________________ Aqsis-development mailing list Aqsis-development@... https://lists.sourceforge.net/lists/listinfo/aqsis-development |
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Re: DiagSplitOn Wed, Sep 16, 2009 at 6:28 AM, Anteru <Anteru@...> wrote:
> Hi, > > the DiagSplit paper has been released: > > http://graphics.stanford.edu/papers/diagsplit/diagSplitPaper.pdf Hah, what do you know, they referenced us (hmm, [Foster2009] apparently :-) ) for a crack avoidance algorithm, which is nice I guess, though I'm certainly not the only one who contributed to the wiki page of potential solutions ( http://wiki.aqsis.org/dev/grid_crack ). I am a bit bemused however given that we haven't actually implemented any of the crack avoidance algorithms in aqsis itself, and therefore we don't know if the ideas which are on the wiki are any good at all. I've thought about the issue on and off for a while now, always concluding that inter-patch crack stitching *requires* information from both neighbouring patches. As far as I can tell, *general* displacement shading on a grid cannot reproduce the same displaced positions on neighbouring patch edges, with the prime culprit being derivatives: derivatives must be one-sided at grid boundaries, and they depend intimately on the dice resolution. As I see it, the only choices are: 1) Give in, and make use of grid adjacency information 2) Somehow do significant redundant shading work at patch edges to carefully reconstruct the vertices of neighbouring patches without needing to store and look up stitching data. This approach would be parrallelisable but fraught with difficultly even if the derivative problem could be solved (eg, what about facevarying values which are fundamentally discontinuous?). Anyway, thanks Anteru for linking this paper for us to have a look at! AFAICT from a quick skim they make specific assumptions about the nature of the displacement shading which would be a good trade off for realtime graphics, but not helpful to solve the cracking problem in the presence of general displacement shaders. Hopefully I'm wrong! ~Chris ------------------------------------------------------------------------------ Come build with us! The BlackBerry® 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/devconf _______________________________________________ Aqsis-development mailing list Aqsis-development@... https://lists.sourceforge.net/lists/listinfo/aqsis-development |
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