5 ms·
The distinction is that textures are dense and have rigid topology (a grid) while a vertex mesh can be sparse, and has arbitrary topology. The distinction is ex
by Jasper_ 4y ago
The distinction is that textures are dense and have rigid topology (a grid) while a vertex mesh can be sparse, and has arbitrary topology. The distinction is extra clear in a voxel/SDF approach, where you see harsh grid boundaries because detail is undersampled, but you can't crank up the resolution without oversampling elsewhere. The rigid topology of textures can really hurt you.
- h0l0cube 4y ago> The rigid topology of textures can really hurt you. Technically you could distort the UV map if you need variable resolution across a model.
- fxtentacle 4y agoYou can even automatically generate the optimal UV allocation by balancing resulution-to-area distortion against polygon edge distortion and optimizing with a constrained least-squares solver.
- LolWolf 4y agoAnd, lucky for everyone involved, we can solve huge constrained least squares problems in less than milliseconds on modern machines !
- Arrath 4y agoI'm half convinced you pulled this line from a ST:TNG script.
- justinator 4y agoAll that's needed is for Data to say, "Captain, I've figured a way out:"
- xg15 4y agoEnsign Crusher might have a point here!
- fxtentacle 4y agoNo, I actually implemented it in C++ roughly 8 years ago.
- wildpeaks 4y agoRizom UV can be used to generate UV maps containing multiple resolution (Texel Density): https://www.rizom-lab.com/how-to-use-texel-density-in-rizomuv/ https://www.rizom-lab.com/how-to-use-texel-density-in-rizomu... It's a very specialized tool (only about UV maps) but goes in depth. It's so handy, I wouldn't be surprised if Epic buys that company sooner or later.
- carterschonwald 4y agoCould you expand on the problem in sdf approaches? I’ve always thought or assumed that if there’s high frequency features in a signed distance function rep you could use gradient / derivative info to do adaptive sampling ?
- Jasper_ 4y agoI'm referring to a discrete SDF, where you have a 2D/3D grid storing distance samples, e.g. font textures, or mesh distance field textures [0]. You can use a tree of textures to get adaptive sampling, but a single texture gives you a fixed resolution grid. [0] See the "Quality" section here: https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LightingAndShadows/MeshDistanceFields/ https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/Ligh...
- carterschonwald 4y agoGotcha. Nyquist and friends strike again!
- water-your-self 4y ago> because detail is undersampled, but you can't crank up the resolution without oversampling elsewhere. I thought octrees solved this?