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Anisotropic Filtering
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Topic: Anisotropic Filtering (Read 2418 times)
dgp9999
Posts: 247
Anisotropic Filtering
«
on:
2002-01-19 17:06:00 »
We all know about the inner workings of Bilinear and Trilinear filtering, but this new technique, anisotropic, I don't know how this works, it's not pixel averaging, correct?
Could someone enlighten me?
-Dan
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ficedula
Posts: 2178
Anisotropic Filtering
«
Reply #1 on:
2002-01-19 17:19:00 »
I believe it's a type of filtering used to improve the visibility of textures when they're being shown at sharp angles. Not entirely sure how it works, though.
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Reznor007
Posts: 133
Anisotropic Filtering
«
Reply #2 on:
2002-01-20 01:13:00 »
It's basically the next level after trilinear. And the more samples you use, the better it looks. Geforce1/2 supports 8 tap, Geforce3 supports 64tap, and the 3dfx Rampage(never released) supported 128tap.
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Anisotropic Filtering