In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture). Mathematically, texture filtering is a type of anti-aliasing, but it filters out high frequencies from the texture fill whereas other AA techniques generally focus on visual edges. Put simply, it allows a texture to be applied at many different shapes, sizes and angles while minimizing blurriness, shimmering and blocking.
There are many methods of texture filtering, which make different trade-offs between computational complexity and image quality.
Other articles related to "texture filtering, textures, filtering, texture":
... Textures are created at specific resolutions, but since the surface they are applied to may be at any distance from the viewer, they can show up at ... Some form of filtering technique needs to be applied to create clean images at any distance ...
... Anisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards ... only square mipmaps which are then interpolated using bi– or trilinear filtering ... to the camera, the fill area for a texture will not be approximately square ...
... GeForce 8 performs significantly better texture filtering than its predecessors that used various optimizations and visual tricks to speed up rendering while impairing filtering quality ... The GeForce 8 line correctly renders an angle-independent anisotropic filtering algorithm along with full trilinear texture filtering ... not its smaller brethren, is equipped with much more texture filtering arithmetic ability than the GeForce 7 series ...
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