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Published on 31-10-10 14:26
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Filtered textures have been essential in the breakthrough of consumer-level 3D graphics acceleration 1.5 decades ago. With bilinear filtering applied (in addition to Mip-Mapping), Voodoo Graphics delivered smooth images of legendary 3D games such as Quake, Tomb Raider or Diablo. But despite they say „things change”, bilinear filtering still is the preferred method current hardware employs as a baseline. Now, trilinear filtering starting to become popular at about 1998, added in a second cycle smoothes out the transitions between one Mip-Map-level and another, while anisotropic filtering, which raised to fame around the year 2001, uses filter kernels with different dimension for each axis – hence the name: An meaning „not” and isotropic meaning „equal in all directions”.
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