From 046b013f9ebf9d237e9f010aa1f08a85ea71db23 Mon Sep 17 00:00:00 2001 From: Henry Khaung Date: Wed, 14 Feb 2024 07:33:28 -0800 Subject: [PATCH] writeup minor changes --- homeworks/hw1/index.html | 55 +++++++++++++++++++++------------------- 1 file changed, 29 insertions(+), 26 deletions(-) diff --git a/homeworks/hw1/index.html b/homeworks/hw1/index.html index 1f3fc90..40163ac 100644 --- a/homeworks/hw1/index.html +++ b/homeworks/hw1/index.html @@ -551,33 +551,36 @@

Task 6: "Level sampling" with mipmaps for texture mapping

higher frequencies.

-

- I implemented level sampling by additionally finding the barycentric - coordinates for the sample point's neighbors. These neighbor - barycentric coordinates are used to calculate the level in the - `get_level` function. -

- -

- These neighbor barycentric coordinates are first used to find the - rate of change of u and v in respect to x and y respectively. This - is so that we know which level in the mipmap to use. Larger - derivatives result in larger level values and therefore lower - resolutions. This is implemented in `get_level`. -

- -

- Once we find which level to sample from, we can either use the two - methods from before: nearest or bilinear interpolation. For the - nearest level, L_NEAREST, we use the nearest level to sample from. - For L_LINEAR, we take two levels above and below the level returned - by `get_level` and interpolate them. We use either of the two - sampling methods and find the interpolated texture color from these - two levels. -

+

- With level sampling implemented, we can have 3 level sampling + With level sampling implemented, we can have in total 3 level sampling methods and 2 pixel sampling methods.

@@ -648,7 +651,7 @@

Task 6: "Level sampling" with mipmaps for texture mapping

for high frequency pixels. It sacrifices some antialiasing power. Because of this and because it does not sample subpixels, it requires less computational power and no additional memory. Level - sampling antialiases is a balance of supersampling and pixel + sampling antialiasing power is more of a balance of supersampling and pixel sampling in that it precomputes multiple texture resolutions and stores them in a mipmap and utilizes them to reduce aliasing across different viewing distances. Therefore, it is better aliasing power