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Topic: Texture filtering


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  nV News - NVIDIA GeForce3 Preview - Anisotropic Filtering
However, texture mapping is a complex process as a texture is normally based on a flat image and the object to which it's mapped to is three dimensional.
As a texture is applied to an object using a texture map, a process referred to as texture filtering determines how the elements of a texture (texels) are used to generate pixels in a scene.
When used in conjunction with trilinear filtering, anisotropic filtering utilizes an additional average of 8, 16, or 32 texel samples within the ellipse to determine the color to be mapped to the target surface.
www.nvnews.net /previews/geforce3/anisotropic.shtml   (1503 words)

  
 Glossary
For example, to render a base texture combined with a lighting map in a graphics system that can only render one texture per pass, the results of the first rendering pass are typically truncated from 24-bit RGB to 16-bit RGB when stored in the framebuffer.
In this case, the light's texture is projected onto polygons in the scene, and a new set of texture coordinates for the projected are computed.
Texture compression allows applications to have greater effective texture memory, making more efficient use of the available texture storage, as well as maximizing texturing performance as each texture downloaded can be smaller in size, minimizing the bandwidth impact.
www.geocities.com /bansheedrivers/page6.html   (5273 words)

  
 Scene Renderer: Texture class Reference
Note that the specified filter type determines whether or not mip-maps are generated for the texture or not (lower mip-map levels are scaled down versions of the top level texture where mip-maps are required).
Texture created using the constructor that takes bitmaps to set actual texture image data, not the render texture constructor.
Texture is the currently active texture of the matching texture type (e.g., currently active 2D texture).
smcmillan.net /programming/scenerenderer/0.9.0/html/classSMLibrary_1_1Texture.html   (1346 words)

  
 OGRE Manual v1.0.0: Texture Units
Texture 'streaks' beyond 1.0 since last line of pixels is used across the rest of the address space.
This method is the simplest way to blend texture layers, because it requires only one parameter, gives you the most common blending types, and automatically sets up 2 blending methods: one for if single-pass multitexturing hardware is available, and another for if it is not and the blending must be achieved through multiple rendering passes.
Requires a single texture which is either a fish-eye lens view of the reflected scene, or some other texture which looks good as a spherical map (a texture of glossy highlights is popular especially in car sims).
ogre.sourceforge.net /docs/manual/manual_19.html   (2714 words)

  
 3dfxzone.it - Glossario 3dfx
An extension of Bump Mapping in which textures are used to move the surface, not just change the appearance of the texture surface.
Texturing flexibility by supporting N (8 for Spectre) independent, unique textures applied per pixel in a single rendering pass.
Trilinear mipmapping is one of the highest quality texture filtering methods available, requiring 8 texture samples and three linear interpolations (thus the name trilinear).
www.3dfxzone.it /3dfx/glossario   (4898 words)

  
 Definitions: Video Card and 3D Terminology
Texture filtering is the fundamental feature required to present sweet 3D graphics.
Trilinear filtering is a high quality bilinear filter which uses the four closest pixels in the second most suitable mip map to produce smoother transitions between mip map levels.
Trilinear filtering is capable of producing fine visuals, but it only samples from a square area which in some cases is not the ideal method.
idleprocess.dyndns.org /content/linux/HOWTO/Linux-Gamers-HOWTO/x249.html   (937 words)

  
 Gamasutra - Features - "Run-Time MIP-Map Filtering" [12.11.98]
The filtering of the textures either can be carried out during the startup of your game, or you can prefilter all of your textures during development.
In the figure, the rectangular texture that's mapped onto the triangle in texture space is transformed into a quadrilateral in screen space, and the perspective projection of the texture causes the individual texels to become quadrilaterals of varying sizes.
To determine the proper texture compression, you calculate the area of the polygon in screen space and the area, in texture space, of texture that is mapped onto the polygon.
www.gamasutra.com /features/19981211/flavell_01.htm   (3941 words)

  
 X-bit labs - Articles - Second Look at Kyro II: Squeezing All Juices...
During the second clock the sampling and bi-linear filtering is done with a group of 4 samples from another MIP level of the same texture and then the texturing unit blends the newly calculated and the saved color data in an appropriate proportion.
That is why in case of tri-linear filtering it is only for the surprisingly negligible performance loss possible due to texture compression that we admit: in Quake3 the performance of Kyro II is restricted by the graphics memory bandwidth, but not by the extra clocks of the pixel pipelines.
When the tri-linear filtering is on with enabled lightmaps, Kyro II tackles a pixel in three clocks, so tri-linear filtering is not used with the lightmaps: in two clocks the pixel pipeline lays the base texture with tri-linear filtering and in the third clock it lays the lightmaps with bi-linear filtering.
www.xbitlabs.com /articles/video/display/kyro2-2.html   (3816 words)

  
 Trilinear filtering - Enpsychlopedia   (Site not responding. Last check: 2007-10-06)
Trilinear filtering is an extension of the bilinear texture filtering method, which also performs linear interpolation between mipmaps.
Since it uses both larger and smaller mipmaps, trilinear filtering cannot be used in places where the pixel is smaller than a texel on the original texture, because mipmaps larger than the original texture are not defined.
Fortunately bilinear filtering still works, and can be used in these situations without worrying too much about abruptness because bilinear and trilinear filtering provide the same result when the pixel size is exactly the same as the size of a texel on the appropriate mipmap.
www.grohol.com /psypsych/Trilinear_filtering   (380 words)

  
 One Hand Watches the Other : Bilinear Texture Filtering and You
Textures are always linearly addressed from (0.0, 0.0) at the top-left corner to (1.0, 1.0) at the bottom-right corner.
Textures are usually represented as if they were composed of solid blocks of color, but it's actually more correct to think of textures the same way you should think of the raster display: Each texel is defined at the exact center of a grid cell, as shown in Figure 7b:
A slightly more accurate and more common filtering scheme is to calculate the weighted average of the 4 texels closest to the sampling point; this is called Bilinear filtering, and the extra computational cost is usually negligible because this routine is implemented in modern graphics hardware.
blogs.msdn.com /jsteed/articles/216689.aspx   (466 words)

  
 [No title]
The filter that is specified must be symmetric and separable (in the 2D case).
For 2-dimensional textures the calculations for i0, i1, i2, i3, and A are identical to the 1-dimensional case.
The parameter c is used to determine whether minification or magnification filtering is done, as described in Section 3.8.2 of the GL Specification (Texture Magnification).
oss.sgi.com /projects/ogl-sample/registry/SGIS/texture_filter4.txt   (770 words)

  
 Computer Graphics : Texture mapping : 9 / 32 : Texture Filtering
Since there will almost never be a 1 to 1 mapping between pixels in the texture map (texels) and pixels on the screen, we must filter the texture map when mapping it to the screen.
Minification filter is used to map the multiple texels to one pixel.
Magnification filter is used to map the texel or texels to the pixel.
cs.anu.edu.au /escience/lecture/cg/Texture/textureFiltering.en.html   (184 words)

  
 bilinear texture filtering   (Site not responding. Last check: 2007-10-06)
In 3D graphics--especially with games--you don't want a graphics cards to grab texture maps from memory and simply write them on your computer screen: as the polygons drawn onscreen got bigger, they would take on a blocky or chunky look.
Bilinear texture filtering is a sophisticated technique that averages the four adjacent texels or interpolates, thus creating a new texel.
Games require at least this level of texture filtering; beware of benchmarks that don't quote either this method or a better one.
www.geocities.com /basicsofcomputing/b/bilinear_texture_filtering.htm   (95 words)

  
 Techniques for anisotropic texture mapping using multiple space-invariant filtering operations per pixel (US6292193)
A circular pixel filter is projected onto a texture map to define an elliptical footprint in that texture map.
Using a space-invariant filter, a texture value is computed for each sample point using data from one or more texture maps within the mip-map.
These texture values for the sample points are post-filtered using a Gaussian filter function and summed to produce a final texture value.
www.delphion.com /details?pn=US06292193__   (601 words)

  
 Battle of ATI RADEON X800 XT and NVIDIA GeForce 6800 Ultra - Part Three: Trilinear filtering (synthetic examples)
Such texture gives a perfect view of the places where the given MIP level will be used and also enables to see trilinear interpolation between the adjacent MIP levels.
When the texture is being loaded, the videocard driver analyses the differences between the texture's MIP levels.
For some texture classes, the current driver version never uses optimisation; for others, the driver enables optimisation when it thinks that less detalised MIP levels are minimised copies of the previous ones.
www.digit-life.com /articles2/gffx/nv40-rx800-3.html   (2135 words)

  
 TR interviews ATI's David Nalasco - The Tech Report - Page 6
Now, most of the textures you see in actual games fall somewhere in between those two extremes, and depending on the characteristic of the texture, you can get the ideal image by using something that lies in between using the full number of samples for each pixel and using something less.
What that means is that if you look at textures that have a lot of very fine detail, an example would be a texture that has alternating single-texel bands of color, that's an example of a texture that's not a colored mip map but is very difficult to make look good using only bilinear filtering.
Another example is if you see textures that have narrow lines, like lines on a road that extend off into the distance, this is another case where just pure bilinear filtering looks very bad, and if you don't do something much closer to using the full eight samples per pixel, you'll see visible artifacts.
techreport.com /etc/2004q2/nalasco/index.x?pg=6   (1504 words)

  
 ATI's Radeon X800 texture filtering game - The Tech Report - Page 1
The shock comes because ATI has consistently touted its own texture filtering techniques as superior to the competition's, talking down the so-called "brilinear" filtering algorithm used by NVIDIA and encouraging use of tools for IQ analysis that don't show the effects of ATI's method.
First, an article at Computerbase.be alleged ATI was doing less-than-full trilinear filtering, with the exception of cases where color mip maps were used.
In cases where we are not able to determine that the texture content is appropriate for these techniques we use legacy trilinear filtering.
techreport.com /etc/2004q2/filtering/index.x?pg=1   (841 words)

  
 Steven Kent - Computer Games / 3D Artist   (Site not responding. Last check: 2007-10-06)
texture filtering method, specifically for non-square filtering, usually of textures shown in radical perspective (such as a pavement texture as seen from a camera lying on the road).
The engine uses three texture coordinates, commonly called U, V, and W. U is the width of the texture, V is the height, and W is used for depth if you are using a 3D procedural texture.
Tiling is a common method of using the smallest texture possible to cover a large area, like a small texture of a couple bricks tiling across a large polygon, creating a big brick wall.
www.stevenkent.net /glossary.htm   (6852 words)

  
 Anisotropic Texture Filtering (DirectX 9.0 C++)   (Site not responding. Last check: 2007-10-06)
You can use anisotropic texture filtering in conjunction with linear texture filtering or mipmap texture filtering to improve rendering results.
Set the value of the first parameter to the integer index number (0-7) of the texture for which you are selecting a texture filtering method.
Set the value of the first parameter to the integer index number (0-7) of the texture for which you are setting the degree of isotropy.
msdn.microsoft.com /library/en-us/directx9_c/directx/graphics/programmingguide/gettingstarted/direct3dtextures/filtering/anisotropicfiltering.asp?frame=true   (297 words)

  
 Matrox Graphics - Parhelia-512 - 64 Super Sample Texture Filtering
Parhelia-512 integrates the world's most advanced texture filtering units allowing for the dynamic allocation of up to 64 texture samples per clock—double the number available on competing GPUs.
These samples can be flexibly allocated to provide higher quality texture filtering with minimal performance impact.
With 64 Super Sample Texture Filtering, Parhelia-512 is able to offer a higher quality 3D experience without the performance penalty suffered on other GPUs.
www.matrox.com /mga/products/parhelia512/technology/supersample.cfm   (121 words)

  
 Encyclopedia C - Beekeeping Supplies Protective Clothing Beekeeping Equipment
the process of filtering and cleaning to remove foreign material from honey or beeswax
honey which has been creamed through a controlled crystallization process, to produce a thick, creamy texture and appearance; also called "cremed honey".
The crystallization process is controlled to guarantee uniformity of the crystallization, so that the honey can be spread like butter.
www.beecare.com /Encyclopedia/Encyclopedia%20C.htm   (940 words)

  
 [H]ard|OCP - UT2003 Texture Filtering
By selecting “Application Preference” in the ATI control panel you are allowing the driver to use whatever filtering the application specifies, or rather what the game developer has decided it should filter.
Trilinear Filtering is a technique to get rid of that line, but can be done in several different ways.
Anisotropic filtering was set to OFF for the screenshots with No AF and then it was set to 8X AF when we tested with AF.
www.hardocp.com /article.html?art=NTAw   (1030 words)

  
 The Naked Truth About Anisotropic Filtering
Anisotropic filtering (AF) is used to address a specific kind of texture artifact that occurs when a 3D surface is sloped relative to the view camera.
If more texture samples are not obtained in the direction or axis where an image or texture surface is sloped into the distance (like a receding perspective view), the applied texture can appear fuzzy or out of proportion.
Anisotropic filtering has classically averaged sixteen texture samples, or taps, in a non-square sampling pattern to generate one texture element that is applied to a single pixel-- four times as many as bilinear filtering, and twice as many as trilinear filtering.
www.extremetech.com /article2/0,3973,1162321,00.asp   (1153 words)

  
 FS 3D Guide: Filtering and Lighting   (Site not responding. Last check: 2007-10-06)
Now that you know the basics of color depth, textures, alpha blending and dithering from reading our Video Basics guide, let's dig a little deeper into the world of 3D gaming.
With point sampling, the texel whose coordinates are nearest to the center of the calculated pixel is the one chosen.
Without any special filtering, a diagonal edge between two textures will probably appear jagged because the pixels along the edge won't be at their mathematically correct positions.
firingsquad.com /guides/videolightfilter   (406 words)

  
 Tom's Hardware Guide Graphics Cards: ATI's Optimized Texture Filtering Called Into Question - Brilinear - Simply Filter ...   (Site not responding. Last check: 2007-10-06)
ATI is cheating on trilinear texture filtering with the new X800, according to posts in Internet forums.
True trilinear filtering is mathematically defined and thus almost a standard.
The objective of trilinear filtering is to make transitions between mipmap levels as near to invisible as possible.
graphics.tomshardware.com /graphic/20040603/ati_optimized-09.html   (1506 words)

  
 Beyond3D :: View topic - FP Blending / Filtering Benchmark?   (Site not responding. Last check: 2007-10-06)
Seems like bilinear FP16 texture filtering is taking alot more than 2 cycles per clock; it's more like 6 cycles per clock.
If you try the smaller texture size (key S), float textures become much faster, so probably the texture cache has insufficient bandwidth, filtering itself doesn't seem to be a problem.
The default textures are 32x32 and 1024x1024, but can be changed by overwriting the files.
www.beyond3d.com /forum/viewtopic.php?t=18683   (2544 words)

  
 3DSMax: Disabling texture filtering - GameDev.Net Discussion Forums
The problem is that 3ds max is using texture filtering and blurs the texture.
Under there on 'Download Texture Size', make sure 'Match Bitmap Size as Closely as Possible' is checked.
That should remove the unneccisary blurring without actually disabling the texture filtering altogether.
www.gamedev.net /community/forums/ViewReply.asp?id=1886794   (178 words)

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