4 ms·
And for an IMO much better explanation how it can be used more or less everywhere, this presentation by Playdead games on how it's used in INSIDE: https://www.y
by pixelpoet 2y ago
And for an IMO much better explanation how it can be used more or less everywhere, this presentation by Playdead games on how it's used in INSIDE: https://www.youtube.com/watch?v=RdN06E6Xn9E https://www.youtube.com/watch?v=RdN06E6Xn9E
IMO the linked article by Casey Muratori is actually kind of weak: a lot of waffling, doesn't actually show the results of using this point set in the original problem, just using the sampling pattern isn't enough to eliminate aliasing, and there are more important properties for point sequences to have (discrepancy), etc. It's somewhat unpopular these days to link dense texts instead of "softer" articles, but IMO one should just go straight to PBRT for this topic, there's an entire chapter with excellent presentation: https://pbr-book.org/4ed/Sampling_and_Reconstruction https://pbr-book.org/4ed/Sampling_and_Reconstruction
Final note: the Don Mitchell mentioned in this article is one of the authors on the go-to reconstruction filter used in a lot of software, Mitchell-Netravali (the latter recently passed away): https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_fil...