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Better Normal Map Mipping? #19834

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What problem does this solve or what need does it fill?

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With standard texture mipping normals data is lost (obviously) discussed here video, time: 36:40 , so "rough" surface becomes smooth. With better texture filtering and sampling we can achieve more consistent and realistic material representation.

"Our roughness maps stores the “roughness” of a surface, or a cone (more specifically a lobe) in which direction the light can reflect at a micro scale. So when our normal information gets lost during downsampling – why not make it part of that microscale?" [blog]

What solution would you like?

Roughness mip maps based on normal maps?
https://www.cs.columbia.edu/cg/normalmap/normalmap.pdf
https://developer.download.nvidia.com/whitepapers/2006/Mipmapping_Normal_Maps.pdf
https://advances.realtimerendering.com/s2018/MaterialAdvancesInWWII.pdf (page 11)

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    A-RenderingDrawing game state to the screenC-FeatureA new feature, making something new possible

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