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  • Published 5 Sep 2018

Relative performance improvement of equirectangular renders

Hi ! Just though about this issue with equirectangular maps that up and down of the map are ultra highly detailed while it's clearly not needed, and can even cause some distortions. So here is my suggestion, if it's doable : for the up and down 10%, every pixel horizontal line from the middle to the outside gets "wider" exponentially equivalent of its position. So less is rendered the closer we are to the outside.

I know it's not a huge improvement, but I think it can be very helpfull !

Thanks for reading, BR, Blaast

exampleblenderequirectangular.jpg

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Development Status: Open

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ThomasDion-McFumble
5 Sep 2018

4 Comments

jason

It's a clever idea, but...

The difficulty here is that the renderer would need to support arbitrarily variable pixel sizes. That's a pretty substantial change, and it would be for what you've said would not be a very big improvement.

That being the case, I'm not sure that the additional overhead would be worth that change. But someone more knowledgeable about renderers would have to give a more definitive answer.

2
zuorion

@Jason van Gumster: So maybe different spp for tiles dependong on vertical position rather than resolution? The downscale of top and bottom rows could be done in post production.

1
ThomasDion-McFumble Author

@Pawel Piotrowski: BTW, do you know any workflow to reduce pixel resolution to top/botton rows in post production ?

camplowell

@tom.dion: Rather than actually decreasing pixel resolution towards the top and bottom, it would be easier to implement an an-isotropic blur that has the option to 'loop' around and look at pixel data from the other side of the image as it reaches a border instead of assuming black.