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How virtual textures work

shlom.dev

31–40 of 42 posts

Re: How virtual textures work

#31

Earlier quoted context omitted.

As in most organizations that would know about it and come into contact with it.

I think my comment is true of the graphics programming/research community.

Given that it's use is banned in most academic journals dealing with imaging/graphics, you'd be wrong.

And as several journals have brought up in the banning, it's not even good at what it purports to be for these use cases. It's a pretty poor quality image to start off with due to being scanned to a digital file with 1970s technology.

At this point the ones defending its continued use are the vocal minority on some weird anti-woke crusade that doesn't even make sense on technical grounds.

Re: How virtual textures work

#32
post #30

Earlier quoted context omitted.

Is a nude picture perverted?

No. That is not the question. The question is "do you hang out with an erotic magazine at work ?" and "Is it normal ?"

No I think the social context is inappropriate. However I do not think possessing or liking such a picture is perverted. I also do not thinking a cropped version of the picture which has no sexual content is inappropriate.

Re: How virtual textures work

#33

> The result was visually striking. Repeating tile patterns disappeared, and artists could paint unique detail across large environments without concern for reuse. The primary cost was not GPU throughput, but latency elsewhere in the system. No, the primary "cost" was artists having to fill a world with unlimited textures instead of just filling memory and then having to make due. The constraint of "limited texture m…

Time budgets still exist.

This just let you do things like many layers of baked in multi texturing in places where artists had previously ran into engine constraints.

Honestly, having to "make do" when your budget was full probably took more time trying to find neat hacks.

Re: How virtual textures work

#34

Earlier quoted context omitted.

I think my comment is true of the graphics programming/research community.

Given that it's use is banned in most academic journals dealing with imaging/graphics, you'd be wrong. And as several journals have brought up in the banning, it's not even good at what it purports to be for these use cases. It's a pretty poor quality image to start off with due to being scanned to a digital file with 1970s technology. At this point the ones defending its continued use are the vocal minority on some…

You’re using vocal minority framing right now. When I care about it, I’m a weird crusader for caring and noticing. But then you organize a campaign to change it.

There is a large body of literature using these images so it’s helpful to have a comparison which is persistent through time and familiar.

> Given that it's use is banned in most academic journals dealing with imaging/graphics, you'd be wrong.

Critical thinking caps required for this one.

Re: How virtual textures work

#35

> The result was visually striking. Repeating tile patterns disappeared, and artists could paint unique detail across large environments without concern for reuse. The primary cost was not GPU throughput, but latency elsewhere in the system. No, the primary "cost" was artists having to fill a world with unlimited textures instead of just filling memory and then having to make due. The constraint of "limited texture m…

The pop-in and stuttering with RAGE was pretty bad. They finally dropped this method of virtual texturing in Doom Eternal.

Re: How virtual textures work

#36

> The result was visually striking. Repeating tile patterns disappeared, and artists could paint unique detail across large environments without concern for reuse. The primary cost was not GPU throughput, but latency elsewhere in the system. No, the primary "cost" was artists having to fill a world with unlimited textures instead of just filling memory and then having to make due. The constraint of "limited texture m…

[deleted]

Re: How virtual textures work

#37

Earlier quoted context omitted.

Given that it's use is banned in most academic journals dealing with imaging/graphics, you'd be wrong. And as several journals have brought up in the banning, it's not even good at what it purports to be for these use cases. It's a pretty poor quality image to start off with due to being scanned to a digital file with 1970s technology. At this point the ones defending its continued use are the vocal minority on some…

You’re using vocal minority framing right now. When I care about it, I’m a weird crusader for caring and noticing. But then you organize a campaign to change it. There is a large body of literature using these images so it’s helpful to have a comparison which is persistent through time and familiar. > Given that it's use is banned in most academic journals dealing with imaging/graphics, you'd be wrong. Critical think…

I was repeating your framing.

> Most people don’t care and a few vocal ones do.

Re: How virtual textures work

#38
post #29
post #28

Earlier quoted context omitted.

"elected for no obvious reason" isn't quite right, as a test image for computer graphics it has regions of very high frequency detail and regions of very low frequency detail which make it easier to spot various compression artifacts, and it makes a good study for edge detection, with both very clear edges along the outline, but more subjective edges in the feathering.

It's redish. Ok it has a blur and details on the foreground but could have been any image with blurred background and a face. "very low frequency detail", we are talking about a 512x512 picture here, it has low and high frequency details (FFT speaking) like most photos. "Good for edges detection" doesn't mean anything. Like, is the image good for edge detection or the algorithm is good at detecting edges ? What does…

Try out running different edge detection algorithms on that image and you will see that there is a lot of disagreement amongst them in the feathering region. Exploring what the differences are, and how the algorithms lead to those differences helps build intuition about the range of things we might call an "edge", and which algorithm is appropriate for a particular task at hand.

Re: How virtual textures work

#39

> Texture binds multiply. Draw calls explode. Bandwidth usage spikes. You spend more time feeding the GPU than rendering. Is this AI?

The human who wrote the article here ^^ Not AI.. this is how I compress statements. Funny how shorthand reads as synthetic now.

Re: How virtual textures work

#40

A good portion of the world and Lenna herself have asked that image be retired.

“Good portion of the world” is probably a handful of people. Her full quote btw: “Once upon a time, I was the centerfold of Playboy,” says the former model in the new documentary Losing Lena. “But I retired from modeling a long time ago. It’s time I retired from tech, too.”

I found a contradicting statement where she said that she doesn't mind her picture being used in tech. Maybe even in the wikipedia article you got this quote from. I don't have the time to find it right now but here for example she says she's proud of the picture: https://archive.is/fIRoG

"Lena doesn’t harbor any resentment toward Sawchuk and his imitators for how they appropriated her image; the only note of regret she expressed was that she wasn’t better compensated. In her view, the photograph is an immense accomplishment that just happened to take on a life of its own. “I’m really proud of that picture,” she said."

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