In a pixel per vertex solution, we wouldn't need to draw the last row to a point to make a cap, we'd leave it open and the faces created to the mid point of that same row would close it.
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Drongle McMahon
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10-05-2009 11:05
In a pixel per vertex solution, we wouldn't need to draw the last row to a point to make a cap, we'd leave it open and the faces created to the mid point of that same row would close it. |
Argent Stonecutter
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10-05-2009 11:06
They are used. The "top" pole of the sphere comes from the middle point (16|17? I'm not sure which) of the 33rd row of pixels. _____________________
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Drongle McMahon
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10-05-2009 11:12
That's assuming the conclusion. You can fabricate the 33rd row by duplicating the 32nd if you make the sphere 32 rows of vertexes (31 rows of faces) high. As it is now, the stitched edges do indeed fabricate the 33rd row from the 1st. The 33rd was originally required only for the top pole, as all sculpties were spheres. (But I don't see how you can fabricate the second pole of a sphere... it is not the geometric centre of the preceding row, even in an unaltered perfect sphere, certainly not once you distort it.) |
Argent Stonecutter
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10-05-2009 11:17
Yes, and then you get the problem with LOD. That's what I was trying to say. (But I don't see how you can fabricate the second pole of a sphere... it is not the geometric centre of the preceding row, even in an unaltered perfect sphere, certainly not once you distort it.) LoD 3: 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31 LoD 2: 1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31 ... _____________________
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Domino Marama
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10-05-2009 11:21
That's assuming the conclusion. You can fabricate the 33rd row by duplicating the 32nd if you make the sphere 32 rows of vertexes (31 rows of faces) high. 33 rows of faces with the implicit end caps ![]() Plane would be 31 x 31 faces Cylinder 32 x 31 faces (extra faces drawn from 32 to 1 on X) Torus 32 x 32 faces (cylinder with extra faces drawn from 32 to 1 on Y) Sphere 32 x 33 faces (a cylinder with end caps) All from a 32 x 32 pixel sculpt map and 32 x 32 vertex points. Note: for anyone coming into this late, this is a discussion about what could have been. Don't try to use this info in your sculptie making ![]() _____________________
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Drongle McMahon
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10-05-2009 11:33
You're not fabricating it, you're simply using fewer rows. Row 31 is the pole, instead of row 33. Row 32 is not used. LoD 3: 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31 LoD 2: 1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31 ... And, I invite you to add the next two rows....(!!). My last word (I hope). I have said all I can usefully (???) on the subject. |
Argent Stonecutter
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10-05-2009 11:50
And, I invite you to add the next two rows....(!!). OK, make it: LoD 3: 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20 ,21,22,23,24,25,26,27,28,29,30,31,32 LoD 2: 1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,32 LoD 1: 1,5,9,13,17,21,25,29,32 LoD 0: 1,9,17,25,32 _____________________
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Drongle McMahon
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10-05-2009 12:14
OK, make it... D**n, and I promised to shut up! |
Argent Stonecutter
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10-05-2009 12:19
Exactly. It requires different subsampling somewhere (at the end for this scheme, but why not the other end? why not the middle?), _____________________
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Domino Marama
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10-05-2009 12:35
Exactly. It requires different subsampling somewhere (at the end for this scheme, but why not the other end? why not the middle?), and different from step to step: everywhere omit alternate one each time, except at the end - omit two, omit none, omit one. So the end behaves differently from everywhere else. To me that is a problem. Each to his own I suppose. From what I remember from when I looked at it, the trick was to request the same LODs as currently, so 32, 16, 8, 6 faces rather than vertex points. So you end up with a plane type with LODs of 32, 17, 9, 7 vertex points. The difference comes with seams, as the seam faces are a constant size with this method, so the texture UV mapping is more complex - and probably the reason things are the way they are. _____________________
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Drongle McMahon
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10-05-2009 12:44
Because it's simple, and because the end-points already behave differently from anywhere else anyway. |
Gaia Clary
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10-05-2009 12:55
No they don't. Exactly every second vertex is removed at every step all the way along. LOD3 = 32*32 = 1024 faces LOD2 = 16*16 = 256 faces LOD1 = 8*8 = 64 faces LOD0 = 6*6 = 36 faces |
Argent Stonecutter
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10-05-2009 12:58
No they don't. Exactly every second vertex is removed at every step all the way along. * The UV map is cut, not scaled: half the texture at a given LoD is simply not used. * Only a single vertex is used out of the first or "33rd" row. When you add LoD, you have to deal with the fact that different amounts of the UV map are discarded at different LoD. The result is that the best thing you can do with the end cap of the sphere is to fold it inside the sculpt, hide it behind another prim, or accept the fact that it looks like ass. Marginally improving the end cap at the cost of quadrupling the amount of data that has to be downloaded is a false economy. _____________________
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Drongle McMahon
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10-05-2009 13:23
The end cap of sphere are handled specially even if there is *no* LoD.... * The UV map is cut, not scaled: half the texture at a given LoD is simply not used. * Only a single vertex is used out of the first or "33rd" row. When you add LoD, you have to deal with the fact that different amounts of the UV map are discarded at different LoD. The result is that the best thing you can do with the end cap of the sphere is to fold it inside the sculpt, hide it behind another prim, or accept the fact that it looks like ass. Marginally improving the end cap at the cost of quadrupling the amount of data that has to be downloaded is a false economy. |
Piggie Paule
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10-05-2009 13:54
I'm sorry I have to disagree:
How can we apply these ideas to the study of the Bell number? Since measurements in the space-time region R1 do not disturb measurements in R2, it follows that a1 and a2 are compatible, so [a1,a2] = 0. In the same way, we deduce all these relations: [a1,a2] = 0, [a1,b2] = 0, [b1,a2] = 0, [b1,b2] = 0 (6) However, measurements carried out in the region R1 will in general disturb each other, so a1 and b1 will in general be complementary rather than compatible. Thus [a1,b1] ¹ 0, [a2,b2] ¹ 0 (7) We're now ready to apply this ``quantum algebra'' to the study of the Bell number. We can express the Bell number (1) in quantum theory in a way similar to what we did earlier: bell = áa1a2ñ+áa1b2ñ+áb1a2ñ-áb1b2ñ = ácñ ( ![]() where c = a1(a2+b2)+b1(a2-b2) (9) Let's now calculate c2, being careful to remember which quantities are compatible and which are complementary. We'll also use the fact that a12 = 1, since a1 can only be ±1, and the same identity holds for the other quantities: c2 = [a1(a2+b2)+b1(a2-b2)][a1(a2+b2)+b1(a2-b2)] = a12(a2+b2)2+b12(a2-b2)2+a1b1(a2+b2)(a2-b2)+b1a1(a2-b2)(a2+b2) = (a2+b2)2+(a2-b2)2+a1b1(a22-b22+b2a2-a2b2)+b1a1(a22-b22+a2b2-b2a2) = a22+b22+a2b2+b2a2+a22+b22-a2b2-b2a2+a1b1(b2a2-a2b2) +b1a1(a2b2-b2a2) = 4+a1b1[b2,a2]-b1a1[b2,a2] = 4+[a1,b1][b2,a2] This computation has resulted in the following useful formula: c2 = 4+[a1,b1][b2,a2] (10) |
Drongle McMahon
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10-05-2009 14:19
This computation has resulted in the following useful formula: c2 = 4+[a1,b1][b2,a2] (10) |
Argent Stonecutter
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10-05-2009 14:23
We will just have to disagree there. I don't think 4K is too bad. How can we apply these ideas to the study of the Bell number? _____________________
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Gaia Clary
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10-05-2009 14:37
I'm already working to use stretched versions of the same sculpts to reduce the number of distinct sculpts in avatars I'm wearing, to reduce the loading time for people around me. Decreasing that loading time by a factor of four is well worth a minor change in the appearance of degraded sculpts that most people won't even notice. ![]() |
Argent Stonecutter
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10-05-2009 14:46
I always thought that the sculptmaps are uploaded with "lossless compression". This implies (to me) that they will also be downloaded to the SL viewer by using the same method. If that is true, you can not derive the data size from the image size, but only from the image content. Now there was a rumour that 128*128 pixel sculptmaps would be better compressible than 64*64 maps, which in turn would lead to faster loading times... ![]() _____________________
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Domino Marama
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10-05-2009 16:21
Now there was a rumour that 128*128 pixel sculptmaps would be better compressible than 64*64 maps, which in turn would lead to faster loading times... I think that was based on a jpeg2000 compressed 128 x 128 compared to a lossless 64 x 64. In that situation the compressed file could be smaller, but not as accurate. _____________________
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Drongle McMahon
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10-05-2009 16:29
I always thought that the sculptmaps are uploaded with "lossless compression". This implies (to me) that they will also be downloaded to the SL viewer by using the same method. If that is true, you can not derive the data size from the image size, but only from the image content. Now there was a rumour that 128*128 pixel sculptmaps would be better compressible than 64*64 maps, which in turn would lead to faster loading times... ![]() *the png was much better for both unless the redundant pixels were interpolated isnetad of duplicated ... I thought png was always lossless. Is that right, Argent? |
Argent Stonecutter
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10-05-2009 16:47
the png was much better for both unless the redundant pixels were interpolated isnetad of duplicated ... I thought png was always lossless. Is that right, Argent? I consider 2.8x to be of the same order of magnitude as 4x. It's a pity they don't use PNG internally... it's designed to be lossless and I would expect it to beat out Jpeg 2000 most of the time. _____________________
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Argent Stonecutter
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10-05-2009 16:47
I think that was based on a jpeg2000 compressed 128 x 128 compared to a lossless 64 x 64. In that situation the compressed file could be smaller, but not as accurate. _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
Gaia Clary
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10-05-2009 17:00
concerning the amount of data transported with sculpties, each sculpty (well almost each sculpty) gets compressed to something < 4 KBytes for sure. But most Sculpties also use a texture. And such textures are typically much bigger than 64*64 pixels. 256*256 sounds "normal". So isn't the whole discussion a bit academic at the end ?
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Argent Stonecutter
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10-05-2009 17:13
concerning the amount of data transported with sculpties, each sculpty (well almost each sculpty) gets compressed to something < 4 KBytes for sure. But most Sculpties also use a texture. And such textures are typically much bigger than 64*64 pixels. 256*256 sounds "normal". So isn't the whole discussion a bit academic at the end ? ![]() _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |