Perspective-Correct Interpolation
andrewkchan.dev
Perspective-Correct Interpolation
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Re: Perspective-Correct Interpolation
#2Re: Perspective-Correct Interpolation
#3The proper solution is this: https://gamedev.stackexchange.com/a/63203
Re: Perspective-Correct Interpolation
#4Re: Perspective-Correct Interpolation
#5Reminded me of Quake's trick[1] of calculating the perspective correction every 16 pixels, as you then effectively got it for free on a Pentium processor. [1]: https://www.bluesnews.com/abrash/chap68.shtml
Re: Perspective-Correct Interpolation
#6Reminded me of Quake's trick[1] of calculating the perspective correction every 16 pixels, as you then effectively got it for free on a Pentium processor. [1]: https://www.bluesnews.com/abrash/chap68.shtml
Re: Perspective-Correct Interpolation
#7Re: Perspective-Correct Interpolation
#8Re: Perspective-Correct Interpolation
#9Reminded me of Quake's trick[1] of calculating the perspective correction every 16 pixels, as you then effectively got it for free on a Pentium processor. [1]: https://www.bluesnews.com/abrash/chap68.shtml
I remember that Descent, released earlier, had used the same trick.
Seriously, this keeps getting overhyped as some gigantic insight when it was really just a consequence of the Pentium having been released in 1993. And with the Pentium, you got both reliable FPU availability (none of the 486SX pain), and the cycle count for FDIV dropped by almost 50% (73->39 IIRC)
Everybody doing 3d gfx knew you needed a perspective divide and was looking at ways to do that cheaply. Interpolation + a long-latency instruction that doesn't block the main pipelines is a fairly straightforward answer.
Re: Perspective-Correct Interpolation
#10Earlier quoted context omitted.
I remember that Descent, released earlier, had used the same trick.
It turns out we all could count cycles. Seriously, this keeps getting overhyped as some gigantic insight when it was really just a consequence of the Pentium having been released in 1993. And with the Pentium, you got both reliable FPU availability (none of the 486SX pain), and the cycle count for FDIV dropped by almost 50% (73->39 IIRC) Everybody doing 3d gfx knew you needed a perspective divide and was looking at w…
[1]: https://www.lysator.liu.se/~mikaelk/doc/perspectivetexture/