Has anyone found the most integral resampling method when resizing a normal map to half its original resolution? Is the ordinary 'bicubic' the best at resizing a sensative normal map, or another.
Heh. No expert, just learning like everyone else. From what I've heard, resizing normal maps is mostly OK if you follow MoP's lead.
The only problem is when you create the mips for a normal map. You get odd interpolations from 2D rescaling, instead of "proper" interpolation by recasting from the geometry for each lower mip. So with 2d rescaling the mipped curvature isn't as pretty when you view the mapped surface from a distance (or edge-on). If you want to read up on it, find the Nvidia paper "Lets Get Small" by Kevin Bjorke.
Bottom line though, no one really cares about it in a real game, the difference is just too subtle. Resizing is a nice quick way to avoid the long rendertime of multisampling at actual-res.
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The only problem is when you create the mips for a normal map. You get odd interpolations from 2D rescaling, instead of "proper" interpolation by recasting from the geometry for each lower mip. So with 2d rescaling the mipped curvature isn't as pretty when you view the mapped surface from a distance (or edge-on). If you want to read up on it, find the Nvidia paper "Lets Get Small" by Kevin Bjorke.
Bottom line though, no one really cares about it in a real game, the difference is just too subtle. Resizing is a nice quick way to avoid the long rendertime of multisampling at actual-res.
I love this shit.