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"A different way of generating high-res screenshots"

7 Comments -

1 – 7 of 7
Blogger won3d said...

Your view frustum doesn't have to be symmetric. Keep the eye point the same, and shear (don't rotate) the planes in x and y.

Also, I thought this was pretty well known...like how 3dfx used to do full-screen supersampling.

April 6, 2011 at 9:12 PM

Blogger DEADC0DE said...

Autodidactic: did you hit "comment" too fast, while reading every other line of the post?

"tiles create non symmetric frustums that are tricky to handle, as assuming a symmetric frustum ends up allowing simpler equations in a few places"

Where did I write that you can't have non-symmetric frustums? I wrote that they are trickier to handle! But wasn't that obvious ALSO by the fact that I said that the tiling method is the most common?

April 6, 2011 at 9:28 PM

Blogger NeARAZ said...

So this is the same as Rabin's "Poster Quality Screenshots" article in Game Programming Gems 4 ;)

When I tried to use it, I ran into some issues that it does not really scale to more than something like 2x2 larger shots. The diagonal edges do not turn into proper lines, but into some weird semi-staircase pattern. I attributed that to the GPU rasterizer still snapping to pixels, but maybe I just did something wrong.

April 6, 2011 at 10:09 PM

Blogger DEADC0DE said...

NeARAZ: I guess, I didn't read much of the GPGems, I mostly skim these books :) I saw two different implementations of it and I didn't notice that problem in either.

April 6, 2011 at 11:43 PM

Blogger Steve said...

NeARAZ: I've used this to generate huge shots (we're talking posters that take up an entire wall at 300 dpi), so it definitely scales up.

The main issues we ran into were artifacts with DoF and bloom, as pointed out in the article, but they were manageable.

April 7, 2011 at 5:30 AM

Blogger won3d said...

Sorry, looks like I missed the key paragaph! That's what I get for reading/posting on my phone.

April 7, 2011 at 1:10 PM

Anonymous Anonymous said...

Any clues how one would calculate how far to move the camera to achieve this?

April 8, 2011 at 5:18 AM

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