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<html><head><link rel="stylesheet" href="style.css"></head><body><div class="page">
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<h1>20081014 - Octahedron Mapping</h1>
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<br>
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Often when solving a problem it is necessary to map or project a 3D space into a 2D space for efficient computation. Commonly used mappings are cubemaps, sphere maps, and dual paraboloid maps. Each have different trade offs. The octahedron map is another option. Take the 8 sided octahedron and flatten it into a texture, as in the really poor ASCII art below.
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<br><br>
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<pre>
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..3D...........2D...
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....................
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...+.........+--+--+
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../|\........|E/|\F|
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./A|B\.......|/A|B\|
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+--+--+..TO..+--+--+
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.\C|D/.......|\C|D/|
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..\|/........|G\|/H|
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...+.........+--+--+
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ABCD -> -z half of octahedron
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EFGH -> +z half of octahedron
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For 1/8 the coordinates in the unit sphere where x,y,z all > 0,
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s = x / (x+y+z)
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t = y / (x+y+z)
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And to reverse,
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x = s / (s^2 + t^2 + (1-s-t)^2)^(1/2)
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y = t / (s^2 + t^2 + (1-s-t)^2)^(1/2)
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z = (1-s-t) / (s^2 + t^2 + (1-s-t)^2)^(1/2)
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</pre>
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</div></body></html>
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@@ -318,6 +318,7 @@ and attempting to restore what I can from prior lost images.
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<br>
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<br>
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<a href="20081030.html">20081030 - Parallel Rapid Development Architecture</a><br>
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<a href="20081030.html">20081030 - Parallel Rapid Development Architecture</a><br>
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<a href="20081020.html">20081020 - Temporal Binned Ring Buffers</a><br>
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<a href="20081020.html">20081020 - Temporal Binned Ring Buffers</a><br>
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<a href="20081014.html">20081014 - Octahedron Mapping</a><br>
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<br>
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<br>
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<b>2007</b><br>
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<b>2007</b><br>
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<a href="20071026.html">20071026 - Transform Feedback</a><br>
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<a href="20071026.html">20071026 - Transform Feedback</a><br>
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