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Skewbe mapping paper is almost done

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Cypher19

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Greetings. I've just finished a ~85% complete verison of my skewbe mapping paper, which includes most of the content, but the writing is still fairly poor. I thought that before making a big release I'd post it here first to get thoughts from you guys on some things in it (aside from improving the language, I'm going to work on that already). Anyways, check it out: http://www.eng.uwaterloo.ca/~dcrooks/SkewbePaperBeta.pdf

I didn't put figures 2 and 3 (referred to in the results section, which is also fairly incomplete) in there since I'm still not entirely sure how to include them or what text to have for them, so here's what I plan on putting in:

(figure 2, compilation of the following images. 2a shows the 'optimal' FOV/focuspoint algo, 2b shows the mediocre one, and 2c is default. )
http://img.photobucket.com/albums/v627/Cypher19/betafig2a.jpg
http://img.photobucket.com/albums/v627/Cypher19/betafig2b.jpg
http://img.photobucket.com/albums/v627/Cypher19/betafig2c.jpg

(figure 3, another compilation, same setup as above)
http://img.photobucket.com/albums/v627/Cypher19/betafig3a.jpg
http://img.photobucket.com/albums/v627/Cypher19/betafig3b.jpg
http://img.photobucket.com/albums/v627/Cypher19/betafig3c.jpg

So, any thoughts?
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yay! I'd infact been waiting for you to produce this, from a maths point of view well worth the wait [smile]

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Still reading through it, and it looks good so far, but I'd start with a diagram much earlier.

I like to do :

screen shot
diagram
description
diagram

although it does look like you are doing an 'academic style' paper, which typically doesn't work that way.

page 3 especially could use diagrams - 'x & z are misaligned...' huh??

It's clear you've thought about this for a long time, so you are skipping steps in the explanation.

section 3 about the ray cast. What about filtering this or having a moving average over a few frames? I think a sudden jump from far->near or near->far would be very visually distracting.

Another way might cast a sphere instead of a point.

What do you mean by 'linear filtering'?

At the end you mention 'problematic situations' - like what? Did you mention these?

An idea I had a long time ago, but never tried, was just to point the cube map corner in the camera's view direction. This doesn't give more texels, but just makes it denser towards the corner.

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Thanks for the comments SimmerD, I'll make sure to keep them in mind when I clean it up :-)

Quote:
An idea I had a long time ago, but never tried, was just to point the cube map corner in the camera's view direction. This doesn't give more texels, but just makes it denser towards the corner.


I glanced at a copy of ShaderX3, and it turns out that they have that idea in there as well in their omni shadow map section, but I had barely heard of the ShaderX books when I was working on this algo. Obviously, that idea is a bit like the foundation of skewbe mapping.

Quote:
section 3 about the ray cast. What about filtering this or having a moving average over a few frames? I think a sudden jump from far->near or near->far would be very visually distracting.

Another way might cast a sphere instead of a point.


Well, that'd be an example of future work on focus point determination. However, one idea I've got that I'll probably include in there is capping the distance to some value. I've tried it and it makes a very significant difference, because not only is there less popping, but objects in the foreground that the ray doesn't hit don't suffer from low quality shadows.

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