I am trying to filter a texture applied on a triangle mesh using PtexTriangleFilter available in Ptex (using Gaussian one). However, I got some artifacts on the edges of faces. The example here is atlas reconstructed from Ptex filtered texture. Basically, it is a texture with fully white triangles and fully black ones. I use a fixed filter width: 0.5 in both direction with a texture aligned grid (vw1 = 0 and uw2 = 0), a scale of 1 and no additional blur.
Is this kind of result expected, or am I doing anything wrong?
I investigated more about the differences between the two results posted, and it appeared that only the filtered values from the middle triangle are wrong. The filtered values from the 3 external triangles are correct...
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uw1 | U filter width 1, normalized [0..1] | |
vw1 | V filter width 1, normalized [0..1] | |
uw2 | U filter width 2, normalized [0..1] | |
vw2 | V filter width 2, normalized [0..1] |
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I actually didn't notice that filtering was only crossing one edge towards each direction at max (I just read this on a previous topic on this forum: https://groups.google.com/forum/#!topic/ptex/Q5ZgVsmIvM8). This explains the fact that thin triangles are badly filtered if the filter footprint is too large. Iterating a filter with smaller footprint allows dodging the problem, doesn't it ?
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