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	Comments on: Lightmap Parameterization	</title>
	<atom:link href="https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/feed/" rel="self" type="application/rss+xml" />
	<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/</link>
	<description>Explore an abandoned island.</description>
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		<title>
		By: Scott		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-8614584</link>

		<dc:creator><![CDATA[Scott]]></dc:creator>
		<pubDate>Mon, 16 May 2016 20:58:35 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-8614584</guid>

					<description><![CDATA[Two more years have passed and I too am interested in the light map packing algorithm. Looks like it works really well!]]></description>
			<content:encoded><![CDATA[<p>Two more years have passed and I too am interested in the light map packing algorithm. Looks like it works really well!</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-2636181</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Tue, 22 Oct 2013 00:01:40 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-2636181</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-2634014&quot;&gt;Matthew Kenneally&lt;/a&gt;.

We intend to release it, but I think Ignacio wants to be perfectionist about it... and we have a lot going on.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-2634014">Matthew Kenneally</a>.</p>
<p>We intend to release it, but I think Ignacio wants to be perfectionist about it&#8230; and we have a lot going on.</p>
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		<title>
		By: Matthew Kenneally		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-2634014</link>

		<dc:creator><![CDATA[Matthew Kenneally]]></dc:creator>
		<pubDate>Mon, 21 Oct 2013 07:41:47 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-2634014</guid>

					<description><![CDATA[I too am interested in this algorithm.  I guess this isn&#039;t going to get released?]]></description>
			<content:encoded><![CDATA[<p>I too am interested in this algorithm.  I guess this isn&#8217;t going to get released?</p>
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		<title>
		By: Alexis Naveros		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-1014021</link>

		<dc:creator><![CDATA[Alexis Naveros]]></dc:creator>
		<pubDate>Sat, 06 Jul 2013 01:28:52 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-1014021</guid>

					<description><![CDATA[I fully agree with nexekho, that lightmap packing is very impressive! You said you planned to release the source at some point, 3 years have passed, how long must we suffer? :) Seriously, I really wish we could integrate such a nice algorithm within Blender, preferably without duplicating all the excellent work you have done...]]></description>
			<content:encoded><![CDATA[<p>I fully agree with nexekho, that lightmap packing is very impressive! You said you planned to release the source at some point, 3 years have passed, how long must we suffer? :) Seriously, I really wish we could integrate such a nice algorithm within Blender, preferably without duplicating all the excellent work you have done&#8230;</p>
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		<title>
		By: nexekho		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-3126</link>

		<dc:creator><![CDATA[nexekho]]></dc:creator>
		<pubDate>Fri, 13 May 2011 17:53:46 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-3126</guid>

					<description><![CDATA[Dude, if you can port that packing algorithm to Blender or Max... that&#039;s just godlike, I&#039;ve never seen a machine pack do such a good job!]]></description>
			<content:encoded><![CDATA[<p>Dude, if you can port that packing algorithm to Blender or Max&#8230; that&#8217;s just godlike, I&#8217;ve never seen a machine pack do such a good job!</p>
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		<title>
		By: Ignacio Castaño		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-1090</link>

		<dc:creator><![CDATA[Ignacio Castaño]]></dc:creator>
		<pubDate>Mon, 20 Sep 2010 18:09:48 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-1090</guid>

					<description><![CDATA[@Carl: Lightmaps generally have low resolution and as a result are almost always magnified. However, for a game like this with large open spaces we would probably have some minification for objects that are far from the camera. My current plan to address that is to change the lightmap resolution according to the geometric LOD. For the lighting to stay coherent with the geometry we need to recompute lightmaps based on the LOD anyway, so instead of doing so at full res, we would use smaller lightmaps.

That said, the padding between charts is easily configurable so if we end up using mipmaps, we could tweak that easily.]]></description>
			<content:encoded><![CDATA[<p>@Carl: Lightmaps generally have low resolution and as a result are almost always magnified. However, for a game like this with large open spaces we would probably have some minification for objects that are far from the camera. My current plan to address that is to change the lightmap resolution according to the geometric LOD. For the lighting to stay coherent with the geometry we need to recompute lightmaps based on the LOD anyway, so instead of doing so at full res, we would use smaller lightmaps.</p>
<p>That said, the padding between charts is easily configurable so if we end up using mipmaps, we could tweak that easily.</p>
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		<title>
		By: Carl		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-1063</link>

		<dc:creator><![CDATA[Carl]]></dc:creator>
		<pubDate>Sat, 18 Sep 2010 01:53:06 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-1063</guid>

					<description><![CDATA[This may be a dumb question, but is it standard practice to not use mip maps on lightmaps? Otherwise not having much of a gutter at all would be a problem.]]></description>
			<content:encoded><![CDATA[<p>This may be a dumb question, but is it standard practice to not use mip maps on lightmaps? Otherwise not having much of a gutter at all would be a problem.</p>
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		<title>
		By: Cody Burrow		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-649</link>

		<dc:creator><![CDATA[Cody Burrow]]></dc:creator>
		<pubDate>Tue, 10 Aug 2010 04:11:25 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-649</guid>

					<description><![CDATA[Amusingly, I use a similarly colored checkerboard texture to check my UVs! I like the idea of fading between lightmaps for ambient light according to aperture states - will have to try that.]]></description>
			<content:encoded><![CDATA[<p>Amusingly, I use a similarly colored checkerboard texture to check my UVs! I like the idea of fading between lightmaps for ambient light according to aperture states &#8211; will have to try that.</p>
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		<title>
		By: cb		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-480</link>

		<dc:creator><![CDATA[cb]]></dc:creator>
		<pubDate>Wed, 09 Jun 2010 23:00:45 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-480</guid>

					<description><![CDATA[It seems to me a simplified version of SSP would be very easy.

Make your charts at higher res initially and do a temporary packing.

Now render the lightmaps.

For each chart, try downsampling it to lower res and measure the error; take the smallest downsample you can within error bound.

Repack the now shrunken charts to final texture packing.]]></description>
			<content:encoded><![CDATA[<p>It seems to me a simplified version of SSP would be very easy.</p>
<p>Make your charts at higher res initially and do a temporary packing.</p>
<p>Now render the lightmaps.</p>
<p>For each chart, try downsampling it to lower res and measure the error; take the smallest downsample you can within error bound.</p>
<p>Repack the now shrunken charts to final texture packing.</p>
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		<title>
		By: Shalin Shodhan		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-391</link>

		<dc:creator><![CDATA[Shalin Shodhan]]></dc:creator>
		<pubDate>Wed, 19 May 2010 08:56:12 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-391</guid>

					<description><![CDATA[Hey,
Have a look at Ptex:
http://ptex.us/

It&#039;s a per-face UV mapping format that provides high quality filtering.
The hard part is of course doing this at run time... but it&#039;s worth a look!

Cheers!
Shalin]]></description>
			<content:encoded><![CDATA[<p>Hey,<br />
Have a look at Ptex:<br />
<a href="http://ptex.us/" rel="nofollow ugc">http://ptex.us/</a></p>
<p>It&#8217;s a per-face UV mapping format that provides high quality filtering.<br />
The hard part is of course doing this at run time&#8230; but it&#8217;s worth a look!</p>
<p>Cheers!<br />
Shalin</p>
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		<title>
		By: Benoit FOULETIER		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-193</link>

		<dc:creator><![CDATA[Benoit FOULETIER]]></dc:creator>
		<pubDate>Tue, 06 Apr 2010 08:28:35 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-193</guid>

					<description><![CDATA[Wow... this is the first article where I just about didn&#039;t understand a word :) ! Though I like how technical this blog can get, the cascading shadows article was my limit I think: didn&#039;t understand everything but gave me an overview.
This one... I don&#039;t even get the premise; maybe a couple graphs in the beginning would have helped?]]></description>
			<content:encoded><![CDATA[<p>Wow&#8230; this is the first article where I just about didn&#8217;t understand a word :) ! Though I like how technical this blog can get, the cascading shadows article was my limit I think: didn&#8217;t understand everything but gave me an overview.<br />
This one&#8230; I don&#8217;t even get the premise; maybe a couple graphs in the beginning would have helped?</p>
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		<title>
		By: Reginald		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-190</link>

		<dc:creator><![CDATA[Reginald]]></dc:creator>
		<pubDate>Thu, 01 Apr 2010 20:29:32 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-190</guid>

					<description><![CDATA[great article. I really like the brute force packing results, the Purelight people could really learn from that.]]></description>
			<content:encoded><![CDATA[<p>great article. I really like the brute force packing results, the Purelight people could really learn from that.</p>
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		<title>
		By: Alexey Orlov		</title>
		<link>https://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/comment-page-1/#comment-184</link>

		<dc:creator><![CDATA[Alexey Orlov]]></dc:creator>
		<pubDate>Wed, 31 Mar 2010 10:22:41 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=120#comment-184</guid>

					<description><![CDATA[Hi Ignacio,
As a quick note, you can think of linABF as a pre-process for LSCM. It gives you angles for ideal parametrization, which needs to be converted to uvs. You can feed them to lscm when creating constraints matrix. That way you&#039;ll get less distortion. As a plus, linABF is really fast, so it won&#039;t hurt, and as you have solver/matrices in-place - it would be pretty straightforward to implement]]></description>
			<content:encoded><![CDATA[<p>Hi Ignacio,<br />
As a quick note, you can think of linABF as a pre-process for LSCM. It gives you angles for ideal parametrization, which needs to be converted to uvs. You can feed them to lscm when creating constraints matrix. That way you&#8217;ll get less distortion. As a plus, linABF is really fast, so it won&#8217;t hurt, and as you have solver/matrices in-place &#8211; it would be pretty straightforward to implement</p>
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