On Tue, Jul 27, 2010 at 2:29 PM, Brad Kemper <brad.kemper@gmail.com> wrote: > On Jul 27, 2010, at 9:44 AM, "Tab Atkins Jr." <jackalmage@gmail.com> wrote: > >> We can automate it, we just have to build the automation manually - >> screenshot and then run pixel comparisons. > > So what would you use for for the screen shot? The approximate Gaussian or the true Gaussian? You'd compare it against a true gaussian. You don't actually have to do a screenshot *comparison* - just take the one screenshot, and compare each pixel's value against the predicted value given by the gaussian distribution. > Would this mean that if a better algorithm is used that better approximates natural shadow blurs in half the time of a Gaussian then it isn't allowed? Or that a simple stepped blend with appropriate corner rounding (optimized for a number of steps that were good enough for the size of the e-ink halftone dots it used, say) wouldn't be allowed if it was on hardware optimized to render it that way? Gaussians are sufficiently close to physical shadows that I don't expect this to be a problem - that's precisely why gaussians are used for this. When the magical day comes that raytracing with accurate diffraction models is doable on common consumer hardware, if such a thing would be nonconformant by our definition, we can amend it at that point. Right now I don't recommend trying to optimize for that case. (My previous complaint against Aryeh's suggestion along these lines was arguing against requiring a gaussian precisely. The gaussian approximation I'm advocating will probably allow physically accurate shadows.) ~TJReceived on Tuesday, 27 July 2010 22:04:31 UTC
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