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Thread: Comparing different filtering algorithms

  1. #1
    Super Moderator Petr Schreiber's Avatar
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    Lightbulb Comparing different filtering algorithms

    Hello fellow vertex wrestlers,


    Primo's example inspired me to revisit the basics and compare the different filtering algorithms.


    After all those years, we take mip map filtering as granted to be our friend in most cases... but is it really the best one?


    See for yourself in this interactive demo:
    uses "TBGL" 
    
    
    function tbMain()
      
      dWord hWnd = tbgl_createWindowEx("Comparison of texture sampling: [SPACE] to stop time, [PageUp/PageDown] to alter deformation, [ESC] to quit", 768, 768, 32, %tbgl_WS_WINDOWED or %tbgl_WS_CLOSEBOX) 
      tbgl_showWindow 
    
    
      ' -- Load textures  
      tbgl_loadTexture app_path + "\SampleScripts\TBGL\Basic\Textures\tbgl_font.bmp", 1, %TBGL_TEX_nearest
      tbgl_loadTexture app_path + "\SampleScripts\TBGL\Basic\Textures\tbgl_font.bmp", 2, %TBGL_TEX_linear
      tbgl_loadTexture app_path + "\SampleScripts\TBGL\Basic\Textures\tbgl_font.bmp", 3, %TBGL_TEX_mipmap
      tbgl_loadTexture app_path + "\SampleScripts\TBGL\Basic\Textures\tbgl_font.bmp", 4, %TBGL_TEX_aniso
      
      ' -- Instantiate objects and link them to textures
      dim nearest as new DancingSquare(1)
      dim linear  as new DancingSquare(2)
      dim mipmap  as new DancingSquare(3)
      dim aniso   as new DancingSquare(4)
    
    
      ' -- Create font to write with
      dWord hFont = tbgl_fontHandle("Courier New", 9) 
      tbgl_buildFont(hFont) 
    
    
      double frameRate  
      double animTime
      single cornerRadius = 0.5 
      long   stopTime
      
      ' -- Main loop
      tbgl_resetKeyState()
      while tbgl_isWindow(hWnd) 
      
        frameRate = tbgl_GetFrameRate
        
        if not stopTime then    
          animTime += 1/frameRate
        end if  
    
    
        ' -- Update radiuses
        nearest.setCornerRadius(cornerRadius)
        linear.setCornerRadius(cornerRadius)
        mipmap.setCornerRadius(cornerRadius)
        aniso.setCornerRadius(cornerRadius)    
        
        ' -- Update animation times
        nearest.setAnimTime(animTime)
        linear.setAnimTime(animTime)
        mipmap.setAnimTime(animTime)
        aniso.setAnimTime(animTime)    
        
        tbgl_clearFrame 
          tbgl_camera(0, 0, 10, 0, 0, 0)
          
          ' -- Print descriptions
          
          tbgl_printFont "Nearest", -2.25, 3.5, 0      
          tbgl_printFont "Linear",   1.75, 3.5, 0
          tbgl_printFont "MipMap",  -2.15,-0.5, 0
          tbgl_printFont "Aniso",    1.85,-0.5, 0      
          
          ' -- Render objects            
          tbgl_pushMatrix
            tbgl_translate -2, 2        
            nearest.render()
          tbgl_popMatrix      
    
    
          tbgl_pushMatrix
            tbgl_translate  2,  2
            linear.render()
          tbgl_popMatrix      
    
    
          tbgl_pushMatrix
            tbgl_translate -2, -2
            mipmap.render()
          tbgl_popMatrix      
    
    
          tbgl_pushMatrix
            tbgl_translate  2, -2
            aniso.render()
          tbgl_popMatrix      
    
    
        tbgl_drawFrame 
    
    
        ' -- Keyboard input
        
        If tbgl_getWindowKeyOnce(hWnd, %VK_space) then stopTime = not stopTime
        
        If tbgl_getWindowKeyState(hWnd, %VK_pgUp) then cornerRadius = minMax(cornerRadius+0.1/frameRate, 0, 0.75)
        If tbgl_getWindowKeyState(hWnd, %VK_pgDn) then cornerRadius = minMax(cornerRadius-0.1/frameRate, 0, 0.75)
        
        If tbgl_getWindowKeyState(hWnd, %VK_escape) then exit while 
    
    
      wend 
    
    
      tbgl_destroyWindow
      
    end function
    
    
    ' -- Object representing "Dancing Square"
    ' -- Classic square with animated vertices copying round shapes
    type DancingSquare  
      private
        texture   as long
        
        animTime     as double
        cornerRadius as single
    
    
      public    
        function _Create(texture as long)
          me.texture   = texture
        end function
        
        function setAnimTime(animTime as single)
          me.animTime = animTime
        end function
        
        function setCornerRadius(cornerRadius as single)
          me.cornerRadius = cornerRadius
        end function  
        
        function render()
          tbgl_pushState %TBGL_TEXTURING
          tbgl_bindTexture me.texture
             
            ' -- COS & SIN, your friends for circular movement...     
            tbgl_beginPoly %GL_Quads      
              tbgl_texCoord2D 0, 0
              tbgl_vertex -1 + cos(me.animTime) * me.cornerRadius,
                          -1 + sin(me.animTime) * me.cornerRadius
           
              tbgl_texCoord2D 1,0
              tbgl_vertex  1 + cos(me.animTime + m_pi) * me.cornerRadius,
                          -1 + sin(me.animTime + m_pi) * me.cornerRadius
           
              tbgl_texCoord2D 1, 1
              tbgl_vertex  1 + cos(me.animTime + m_pi * 2) * me.cornerRadius,
                           1 + sin(me.animTime + m_pi * 2) * me.cornerRadius         
           
              tbgl_texCoord2D 0, 1
              tbgl_vertex  -1 + cos(me.animTime + m_pi * 3) * me.cornerRadius,
                            1 + sin(me.animTime + m_pi * 3) * me.cornerRadius      
            tbgl_endPoly
            
          tbgl_popState  
          
          tbgl_pushPolygonlook %GL_LINE
            tbgl_ngon(-1, -1, me.cornerRadius, 64)
            tbgl_ngon( 1, -1, me.cornerRadius, 64)
            tbgl_ngon( 1,  1, me.cornerRadius, 64)
            tbgl_ngon(-1,  1, me.cornerRadius, 64)
          tbgl_popPolygonLook  
          
        end function  
    end type
    




    Petr
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    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  2. #2
    Member Kuron's Avatar
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    Very nice and helpful, thank you Petr.
    Anybody willing to help with graphics and models for a game in TB, please send me a PM.

  3. #3
    i can see the Polygon with aniso is the best, stable, sharp and no flicker, i haven't tried it before, the Polygon with MipMap have a some fuzzy appearance. thanks Petr for the example, as always have many new ideas

  4. #4
    thinBasic author ErosOlmi's Avatar
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    What about an image?

    DancingSquare.PNG
    www.thinbasic.com | www.thinbasic.com/community/ | help.thinbasic.com
    Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000

  5. #5
    Hi Eros
    the nearest and linear have some flicker when the polygons rotating while aniso does not flicker (but a very little), MipMap have some fuzziness. but it is may be depends on the VGA card. my card is Nvidia Geforce GT 640

  6. #6
    Super Moderator Petr Schreiber's Avatar
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    Hi Primo,

    what you describe occurs on any hardware supporting these filtering algorithms.

    Nearest seems to be horrible, but it is invaluable for pixel-art like rendering.

    Linear does its job for 2D as well, especially when you render at different-than-original sizes and do not want the image pixelated.

    Mip mapping (which is basically linear with different versions for different distances from camera) reduces the flicker at cost of diminishing the crispness.

    Aniso is the thing for sharp 3D imaginery, but it also has the biggest memory and computional requirements.


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

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