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#Actualjameszhao00

Posted 06 November 2012 - 12:15 PM

I'm doing this reprojection in CUDA with cuda textures (aka cuda Arrays). I'm pretty sure that it's not the half pixel offset issue, because if I use the original screen positions (rather than the screen->world->screen computed ones) the picture is stable.

#7jameszhao00

Posted 06 November 2012 - 12:13 PM

I'm doing this reprojection in CUDA with cuda textures (aka cuda Arrays). I'm pretty sure that it's not the half pixel offset issue, because if I use the original screen positions (rather than the screen->world->screen computed ones) the picture is stable.

EDIT: the following is wrong.
Also note that with bilinear sampling, the image colors quickly propagate. For example, in a 1D pixel grid at time=1 pixel 1 has pixel 0's information, at time=2 pixel 2 has pixel 0's, etc if the pixel coordinates aren't exact.

I don't remember seeing any negative precision deviations, so the end result is some blurring and floating to the bottom right.

Note that when I say floating, I don't mean that stuff in the top-left disappear. It's still there.

#6jameszhao00

Posted 06 November 2012 - 12:04 PM

I'm doing this reprojection in CUDA with cuda textures (aka cuda Arrays). I'm pretty sure that it's not the half pixel offset issue, because if I use the original screen positions (rather than the screen->world->screen computed ones) the picture is stable.

Also note that with bilinear sampling, the image colors quickly propagate. For example, in a 1D pixel grid at time=1 pixel 1 has pixel 0's information, at time=2 pixel 2 has pixel 0's, etc if the pixel coordinates aren't exact.

I don't remember seeing any negative precision deviations, so the end result is some blurring and floating to the bottom right.

Note that when I say floating, I don't mean that stuff in the top-left disappear. It's still there.

#5jameszhao00

Posted 06 November 2012 - 12:03 PM

I'm doing this reprojection in CUDA with cuda textures (aka cuda Arrays). I'm pretty sure that it's not the half pixel offset issue, because if I use the original screen positions (rather than the screen->world->screen computed ones) the picture is stable.

Also note that with bilinear sampling, the image colors quickly propagate. For example, in a 1D pixel grid at time=1 pixel 1 has pixel 0's information, at time=2 pixel 2 has pixel 0's, etc if the pixel coordinates aren't exact.

I don't remember seeing any negative precision deviations, so the end result is some blurring and floating to the bottom right.

#4jameszhao00

Posted 06 November 2012 - 11:58 AM

I'm doing this reprojection in CUDA with cuda textures (aka cuda Arrays). I'm pretty sure that it's not the half pixel offset issue, because if I use the original screen positions (rather than the screen->world->screen computed ones) the picture is stable.

Also note that with bilinear sampling, the image colors quickly propagate. For example, in a 1D pixel grid at time=1 pixel 1 has pixel 0's information, at time=2 pixel 2 has pixel 0's, etc if the pixel coordinates aren't exact.

#3jameszhao00

Posted 06 November 2012 - 11:58 AM

I'm doing this reprojection in CUDA with cuda textures (aka cuda Arrays). I'm pretty sure that it's not the half pixel offset issue, because if I use the original screen positions (rather than the screen->world->screen computed ones) the picture is stable.

Also note that with bilinear sampling, the image colors quickly propagate. (e.g. in a 1D pixel grid at time=1 pixel 1 has pixel 0's information, at time=2 pixel 2 has pixel 0's, etc if the pixel coordinates aren't exact)

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