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I am by no means an expert on the subject, but you might be able to, at least in theory, preserve sharp corners in a monochromatic pseudo-SDF if you used either a Bilateral filter a Directional Bicubic filter instead of a standard Bilinear filter. Unfortunately, I don't have any meansBesides the obvious benefit of testing my theory currentlysaving memory, and justyou could also have been unable to find any documents showing similar tests to what I am describingmultiple channels for multi-colored SDF decals.

Alternatively, if you don't mind using a second channel, then you could also try having one channel for Horizontal Distance and another for Vertical Distance, and use a Difference of Laplacean (DoL) energy pyramid to compress the texture so that redundant information wouldn't be recorded.

A third and final theoretical solution would be to experiment with a Hexagonally Sampled Texture via Array Set Addressing.

Unfortunately, I don't have any means of testing my ideas currently, and have been unable to find any documents describing or testing anything similar to my ideas. I will link all of the relevant articles where I got my information/ideas shortly.

I am by no means an expert on the subject, but you might be able to, at least in theory, preserve sharp corners in a monochromatic pseudo-SDF if you used either a Bilateral filter a Directional Bicubic filter instead of a standard Bilinear filter. Unfortunately, I don't have any means of testing my theory currently, and just have been unable to find any documents showing similar tests to what I am describing.

Alternatively, if you don't mind using a second channel, then you could also try having one channel for Horizontal Distance and another for Vertical Distance, and use a Difference of Laplacean (DoL) energy pyramid to compress the texture so that redundant information wouldn't be recorded.

A third and final theoretical solution would be to experiment with a Hexagonally Sampled Texture via Array Set Addressing.

I will link all of the relevant articles where I got my information/ideas shortly.

I am by no means an expert on the subject, but you might be able to, at least in theory, preserve sharp corners in a monochromatic pseudo-SDF if you used either a Bilateral filter a Directional Bicubic filter instead of a standard Bilinear filter. Besides the obvious benefit of saving memory, you could also have multiple channels for multi-colored SDF decals.

Alternatively, if you don't mind using a second channel, then you could also try having one channel for Horizontal Distance and another for Vertical Distance, and use a Difference of Laplacean (DoL) energy pyramid to compress the texture so that redundant information wouldn't be recorded.

A third and final theoretical solution would be to experiment with a Hexagonally Sampled Texture via Array Set Addressing.

Unfortunately, I don't have any means of testing my ideas currently, and have been unable to find any documents describing or testing anything similar to my ideas. I will link all of the relevant articles where I got my information/ideas shortly.

added 551 characters in body
Source Link

I am by no means an expert on the subject, but you might be able to, at least in theory, preserve sharp corners in a monochromatic pseudo-SDF if you used either a Bilateral filter a Directional Bicubic filter instead of a standard Bilinear filter. Unfortunately, I don't not have any means of testing thismy theory currently, and just have been unable to find any documents showing similar tests to what I am describing.

Alternatively, if you don't mind using a second channel, then you could also try having one channel for Horizontal Distance and another for Vertical Distance, and use a Difference of Laplacean (DoL) energy pyramid to compress the texture so that redundant information wouldn't be recorded.

A third and final theoretical solution would be to experiment with a Hexagonally Sampled Texture via Array Set Addressing.

I will link all of the relevant articles where I got my information/ideas shortly.

I am by no means an expert on the subject, but you might be able to, at least in theory, preserve sharp corners in a monochromatic pseudo-SDF if you used a Bilateral filter instead of a Bilinear filter. Unfortunately, I don't not have any means of testing this currently, and just have been unable to find any documents showing similar tests to what I am describing.

I am by no means an expert on the subject, but you might be able to, at least in theory, preserve sharp corners in a monochromatic pseudo-SDF if you used either a Bilateral filter a Directional Bicubic filter instead of a standard Bilinear filter. Unfortunately, I don't have any means of testing my theory currently, and just have been unable to find any documents showing similar tests to what I am describing.

Alternatively, if you don't mind using a second channel, then you could also try having one channel for Horizontal Distance and another for Vertical Distance, and use a Difference of Laplacean (DoL) energy pyramid to compress the texture so that redundant information wouldn't be recorded.

A third and final theoretical solution would be to experiment with a Hexagonally Sampled Texture via Array Set Addressing.

I will link all of the relevant articles where I got my information/ideas shortly.

Source Link

I am by no means an expert on the subject, but you might be able to, at least in theory, preserve sharp corners in a monochromatic pseudo-SDF if you used a Bilateral filter instead of a Bilinear filter. Unfortunately, I don't not have any means of testing this currently, and just have been unable to find any documents showing similar tests to what I am describing.