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Encyclopedia > Anisotropic filtering
An illustration of texture filtering methods showing trilinear MIP map texture on the left and enhanced with anisotropic texture filtering on the right. ( Click for larger image).

In 3D computer graphics, Anisotropic filtering (AF) is a method of enhancing the image quality of textures on surfaces that are far away and steeply angled with respect to the camera. Like bilinear and trilinear filtering it eliminates aliasing effects, but introduces less blur in the process and thus preserves more detail. Anisotropic filtering is computationally relatively expensive and has only recently become a standard feature of consumer-level graphics cards. Image File history File links Anisotropic_compare. ... Image File history File links Anisotropic_compare. ... Image File history File links Anisotropic_compare. ... The rewrite of this article is being devised at Talk:3D computer graphics/Temp. ... A zoomed small portion of a bitmap of a cat, using nearest neighbor filtering (left) and bicubic filtering (right). ... Trilinear filtering is an extension of the bilinear texture filtering method, which also performs linear interpolation between mipmaps. ... On statistics, signal processing, and related disciplines, aliasing is an effect that causes different continuous signals to become indistinguishable (or aliases of one another) when sampled. ... This article is being considered for deletion in accordance with Wikipedias deletion policy. ... To meet Wikipedias quality standards, this article or section may require cleanup. ... A graphics/video/display card/board/adapter is a computer component designed to convert the logical representation of visual information into a signal that can be used as input for a display medium. ...


From here on in, it is assumed the reader is familiar with mip mapping. In 3D computer graphics texture mapping, MIP maps (also mipmaps) are pre-calculated, optimized collections of bitmap images that accompany a main texture, intended to increase rendering speed and reduce artifacts. ...


If we were to explore an approximation to anisotropic filtering, mip mapping, we can understand how anisotropic filtering gains so much texture mapping quality. If we need to texture a horizontal plane which is at an oblique angle to the camera, traditional linear minification would give us insufficient horizontal resolution and extraneous vertical resolution. The texture would appear to be 'striped' (undersampled) parallel to the plane's axis of rotation due to the isotropic minification being used and would shimmer (oversampled) perpendicular to the plane's axis of rotation.


In mip mapping, a mip level smaller than the surface being mapped is always used and a linear magnification fits it to the surface. This avoids pixel shimmer. In mip mapping, the mip level is anisotropic, so a 256x256 texture may be downsized to a 128x64 bitmap, which doubles its horizontal resolution. Thus when the texture is applied, it appears consistent with the camera to plane angle.


This pre-generation of mip-maps has its own problems, as each mip level is only consistent to anisotropy at a single viewing angle and an actual anisotropic texture may have all four corners of the texture at arbitrary angles with respect to the two adjacent ones.


True antistopic filtering generates the anisotropic texture maps on the fly on a per-pixel basis. When the texture is sampled, several pixels (samples) of the texture around the center point are taken, but on a sample grid skewed according to view perspective. The texture is 'pre-perspective corrected', so to speak. A more distant part of the texture will contribute fewer samples, a closer part of it will contribute more samples. Each sample must also be trilinear filtered (or bilinear) which adds more sampling to the process. Sixteen trilinear anisotropic samples will then require 128 samples from the stored texture, as trilinear filtering needs to take four samples from each mip level and then anisotropic sampling (at 16-tap) needs to take sixteen trilinear filtered samples.


This makes antistopic filtering extremely bandwidth intensive. Each sample is four bytes (32 bits) so each anisotropic pixel has required 64 bytes from texture memory. A display can easily contain over a million pixels, so the hit on texture memory can get very high (tens to hundreds of gigabytes per second) very quickly.


See also

A zoomed small portion of a bitmap of a cat, using nearest neighbor filtering (left) and bicubic filtering (right). ... Trilinear filtering is an extension of the bilinear texture filtering method, which also performs linear interpolation between mipmaps. ...

External links


  Results from FactBites:
 
Anisotropy - Wikipedia, the free encyclopedia (549 words)
Anisotropic filtering (AF) is a method of enhancing the image quality of textures on surfaces that are far away and steeply angled with respect to the camera.
This is not to be confused with an anisotropic filter, as used to filter particles, which is a filter with increasingly smaller interstitial spaces in the direction of filtration so that the proximal regions filter out larger particles and distal regions increasingly remove smaller particles, resulting in greater flow-through and more efficient filtration.
Anisotropic etching techniques (such as Deep reactive ion etching) are used in microfabrication processes to create well defined microscopic features with a high aspect ratio.
Anisotropic filtering - Wikipedia, the free encyclopedia (504 words)
In 3D computer graphics, Anisotropic filtering (AF) is a method of enhancing the image quality of textures on surfaces that are far away and steeply angled with respect to the camera.
Anisotropic filtering is computationally relatively expensive and has only recently become a standard feature of consumer-level graphics cards.
In mip mapping, the mip level is anisotropic, so a 256x256 texture may be downsized to a 128x64 bitmap, which doubles its horizontal resolution.
  More results at FactBites »


 

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