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Texture filtering: anisotropy
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Texture filtering: mipmaps
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Texture filtering
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
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Shawn Hargreaves Blog
Texture filtering: anisotropy
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
3
Comments
Mipmapping allows textures to be scaled down by any amount while maintaining high quality filtering and cache-friendly memory access patterns. But mipmaps don't work so well when different axes are scaled by different amounts: How do we choose...
Shawn Hargreaves Blog
Texture filtering: mipmaps
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
18
Comments
In my previous article about texture filtering I mentioned that scaling down images using point sampling, or scaling to less than half size using linear filtering, looks bad because some source pixels are discarded. Why exactly is this a problem...
Shawn Hargreaves Blog
Texture filtering
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
4
Comments
Any time we draw graphics using textures, we must figure out how to map one grid of pixels (the texture) onto a different grid of pixels (the screen). This process is called filtering. The Identity Transform The pixel mapping is trivial if: The...
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