"You couldn’t implement these functions yourself - they are magic intrinsics which are implemented in hardware"
But why?Mipmaps are a performance optimization[1]. You could just use a 4096x4096 brick texture across your entire game, and then use texture filtering to make it look good both close and far, but that means that rendering a distant wall polygon that might fill just a few pixels of the viewport needs to filter and apply a 16.7 million texel texture, redoing the filtering again and again and evicting everything else from caches just for that one texture. If instead it can apply a 32x32 pre-filtered texture to loads of distant objects, there are obviously massive performance ramifications. Which is why mipmaps are used, letting massive textures be used for those cases where the detail is valuable, without destroying performance when it's just some distant object.
And of course modern engines do the same thing with geometry now, where ideally there is hierarchy of differing level of detail geometry and it will choose the massive-vertices object when it fills the scene, and the tiny, super optimized one when it's just a few pixels.
[1] As one additional note, all major graphics platforms can automatically generate mipmaps for textures...but only if the root is uncompressed. Modern texture compression is hugely compute bound and yields major VRAM savings so almost all games pre-compute the mipmapping and then do the onerous compression in advance.
pema99•1mo ago
boulos•1mo ago
I can't tell from your GLSL if these would have forced FMAs for a lot of the intermediate product sums. That would probably be a non-trivial effect, particularly for your large anisotropy cases.
The Heckbert paper also describes the basic theory, but you would want to supplement with some of the offline rendering work that followed it. OpenImageIO (OIIO) is pretty widely used, and has gone through several iterations of bug fixing like https://github.com/AcademySoftwareFoundation/OpenImageIO/pul...
But for your purposes, you probably just need to find all the magic epsilons and sign checks to make it match.
pema99•1mo ago
PaulDavisThe1st•1mo ago
Agentlien•1mo ago
ImHereToVote•1mo ago
sebastianmestre•1mo ago
I can try to find it if you want
ImHereToVote•1mo ago
lloeki•1mo ago
There's a bit of nostalgia ;) Brought me back to the days where GL display lists were the fancy thing to do and any kind of non-ff shader were but a wild dream.
AshleysBrain•1mo ago
hmage•1mo ago
DDoSQc•1mo ago
> The minimum and maximum scale factors (ρmin, ρmax) should be the minor and major axes of this ellipse.
Where "should" probably means some transformation can be applied (would be "must" otherwise).
Now I'm tempted to implement your visualizations so I can compare my work to your hardware references, and spend more hours getting it closer to actual hardware.
TonyTrapp•1mo ago
flexagoon•1mo ago
sebastianmestre•1mo ago
Still sucky but at leas you can read the code
pema99•1mo ago