| | August 2002 3Digest: Anisotropic filtering research |
 | | So, bilinear filtering is used for removing sharp edges between texture pixels (for us to see the walls and floor textured not by squares, but by some smooth real-life materials), and trilinear filtering additionally dithers the scene once more interpolating edges of two bilinear-filtered MIP levels. |
 | | Depending on filtering quality settings and surface viewing angle relative to screen plane, the standard bi- (or tri-) linear filtering is performed 1-4 times for points located on a straight line, drawn along dividing pixel, projected from the screen to texture surface along its long side (represented by an arrow on the figure). |
 | | filtering quality will be high for values of projecting vector that are close to orts (an arrow on the figure), but as it turns, the effect will be still smaller down to the full loss of sense in using such method. |
| www.digit-life.com /articles2/digest3d/1002/itogi-video-ani.html (1766 words) |