CompuServe Thread

#blurry texture map

12 messages in this thread
#127629From: Tim c BrananOct 6, 1994 10:44 PM
I got me a problem. I have a large bitmap. The bitmap is a part of a satellite scene composited with rasterized vector lines emphasizing certain features. The problem is that the filtering is blurring the map and fuzzing out the features on the top four fifths of the screen. This is the same problem mentioned in the reference manual on pages 7-183 and 9-50, but I can't get rid of it. I tried using summed area filtering, but it takes 115 megs to render (fifty more than I got), and it didn't look any better. Turning off the filtering in the render dialog box makes all the white pixels shimmer really badly when I throw it on the PAR. Do I have to live with this, or is there something I missed?
#127645From: Yost GroupOct 6, 1994 11:44 PM
What's the resolution of the bitmap? – G
#127702From: Tim c BrananOct 7, 1994 10:22 AM
>>What's the resolution of the bitmap?<< The bitmap is 2009×2255.
#127805From: Yost GroupOct 7, 1994 8:30 PM
There's your problem. If you're rendering this to video (720×480 or so), and the topo mesh is taking up the FULL screen, you're maxing out the filtering algorithm. If you've got a shot which starts out far away and then zooms in close (the worst case), your best bet is to use the TEXTURE-SHARPEN hidden 3DS.SET parameter with values between .8-1.2 to bias the filtering towards a less-blurry effect. But if you're staying a relatively-fixed distance from the mesh, without getting too close, you should re-sample the bitmap to twice the size of the screen (max… even less would be ok). You're better off with a map that's too LOW res, than too high. Experiment with a smaller map. It should make quite a bit of difference. – G
#127821From: Tim c BrananOct 7, 1994 9:23 PM
Unfortunately, I can not reduce the bitmap. it is a portion of a SPOT satellite scene and to resample it would lose information, so that idea is out. I try your other suggestion and see how it goes. the topo mesh isn't taking up the entire screen, but about the bottom two-thirds.
#127828From: Yost GroupOct 7, 1994 10:32 PM
Why can't you just use 3DS to shrink it down to something more manageable, like 1Kx1K? Since it's only taking up 2/3 of the screen, that would certainly be enough detail for low-res NTSC video. – G
#127894From: Tim c BrananOct 8, 1994 4:08 PM
I think we may be miscommunicating on this map a bit, or I am not understanding what you suggest. If I shrink my texture map down by half, then when the camera gets close to the terrain all I am going to see are huge pixels. I have also composited vector data (rasterized into a bitmap) over the top, and the lines already look very alaised. If I shrink it down and re-composite the vectors, they will look even worse.
#127905From: Yost GroupOct 8, 1994 7:56 PM
Given the distance I thought you'd be from the terrain, a 1Kx1K map didn't seem to be low enough to chunk up. Perhaps you're getting closer than I thought. Regardless, instead of seeing huge pixels, it would just get a bit too blurry. There are dozens of different ways to approach this situation, and without me seeing all of your data and sitting down with you to analyze exactly what you're doing, I can't really suggest specifics. If you'd like me to give you some phone numbers of 3DS consultants who've done this sort of thing in the past, I'd be happy to do that via email. – G
#127989From: Tim c BrananOct 9, 1994 4:01 PM
the TEXTURE-SHARPEN seems to be helping a bit from the tests I've done, but I think the phone numbers would be handy as well, so please send them along. The topo mesh consists of essentially three valleys, with the camera flying down each valley at about 80 mph, and roughly 500-1000 feet off the ground. The view is generally a long perspective with the mesh taking up 3/5 to 4/5 of the screen most of the time.
#128006From: Yost GroupOct 9, 1994 7:14 PM
See your email. – G
#127735From: Terry GilbertOct 7, 1994 1:07 PM
If this is used as a texture map, don't forget that the Materials Editor default to a texture blur setting of 10. You probably would want to set that to 0 in this case. Terry Gilbert Forcade & Associates
#127749From: Tim c BrananOct 7, 1994 3:00 PM
I set it to zero, and the white pixels shimmer terribly when I load it onto the par, so at this point, I am looking for a comprimise between shimmer and blur.