<p>Yes, I am talking about pixel/sample/AA filters. Look up the paper "Filter Importance Sampling" for more information.</p>
<p>As for texture filtering, I'm sure there's more flexibility there, as I'm pretty sure it uses more standard techniques.</p>
<p>--Nathan</p>
<div class="gmail_quote">On Aug 6, 2015 8:08 AM, "Yury Baranov" <<a href="mailto:cucumberer@gmail.com">cucumberer@gmail.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Hi,<div>I was talking about other filters (maybe they called AA filters). There are two of them ATM: Box and Gaussian. And Bitmap filters are Smart, Cubic, Closest and Linear.</div></div><div class="gmail_extra"><br><div class="gmail_quote">2015-08-06 18:01 GMT+03:00 Nathan Vegdahl <span dir="ltr"><<a href="mailto:cessen@cessen.com" target="_blank">cessen@cessen.com</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><p>IIRC Cycles uses "filter importance sampling" to do its sample filtering. This has some advantages, but one of its disadvantages is that it doesn't work well with filters that have negative lobes (the resulting renders are very noisy).</p>
<p>All the filters you mention have negative lobes, so although they technically could be implemented, my guess is that they won't be. It would be very unexpected behavior to a user if they switched filters and suddenly their image was twice as noisey.</p>
<p>--Nathan</p>
<div class="gmail_quote"><span>On Aug 6, 2015 7:38 AM, "Yury Baranov" <<a href="mailto:cucumberer@gmail.com" target="_blank">cucumberer@gmail.com</a>> wrote:<br type="attribution"></span><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span><div dir="ltr">Hi. Is it planned to make more sample filtering options like catmull-rom, sinc, lanczos etc.? Maybe more filtering options for bitmaps will be good, too.</div>
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