- ② It is possible to use image pyramids and MIP mapping with images that have non-power-of-two resolutions—the details are explained by Guthe and Heckbert (2005). Implementing this approach can save a substantial amount of memory: in the worst case, the resampling that pbrt’s MIPMap implementation performs can increase memory requirements by a factor of four. (Consider a texture that is resampled to be .) Implement this approach in pbrt, and compare the amount of memory used to store texture data for a variety of texture-heavy scenes.
- ② Improve the filtering algorithm used in the Image::GeneratePyramid() method to initialize the pyramid levels using the Lanczos filter instead of the box filter. How do the sphere test images in Figure 10.16 change after your modifications? Do you see a difference in other scenes that use image textures?
- ② Try a few alternative implementations of the statistics system described in Section B.7 to get a sense of the performance trade-offs with various approaches. You might try using atomic operations to update single counters that are shared across threads, or you might try using a mutex to allow safe updates to shared counters by multiple threads. Measure the performance compared to pbrt’s current implementation and discuss possible explanations for your results.
- ③ Generalize the statistics system (including the per-pixel statistics) so that it is also available in the GPU rendering path. You will likely want to pursue an approach based on atomic variables rather than the thread_local approach that is used for the CPU. Measure the performance of your implementation and compare to the system before your changes. Is performance meaningfully affected?