What is anisotropic filtering?

Anisotropic filtering is a technique used in a 3-D calculation field to increase the quality of the texture image on the plot surfaces that are inclined to the viewer. This is achieved by removing the aliasing, which is responsible for jagged or pixel quality of some graphics. In addition to its anti-aliasing properties, this filtering also reduces the blur of oblique textures, which is an improvement compared to previous filtering types known as bilinear and trilinear filtering. An important resolution of anisotropic filtering compared to other anti-aliasing methods is that it affects only textures on the shape, but not the shape itself.

developed in the middle and late 90. Now most modern graphics cards now support anisotropic filtering, which may usually be allowed or deactivated in the application. Common features in computer games, anisotropic filtering is quite hardware -intensive and can be set to different levels to improve either graphics quality or calculationThe technique of the former. The degree of filtering is measured as a ratio, with level 4: 1 is twice as sharp as 2: 1. The decreasing yields usually occur, the greater the ratio, with 16: 1 only marginally sharper than 8: 1 etc.

Anisotropic filtering works by monitoring the texture based on pixels after pixel and mapping a pattern based on a projected texture in each pixel. At extreme angles, one pixel can contain an area used by a large number of texture data. In this way, the filtering process can become very demanding on the date and despite progress, such as texture storage textures, a large amount of memory bandwidth may be needed, depending on use or use, and a specific scene is given and a particular scene is portrayed and a particular scene is depicted.A specific scene and a particular scene and a particular scene and a particular scene and a particular scene and a particular scene are led. Due to the extremely taxed nature of anisotropic filtering on hardware, some graphics card manufacturers have optimized filtering for common geometric angles observed while playing such as walls, floors and sky.

Due to its strengths in improving the quality of angular textures, the effects of anisotropic filtering are most evident in games that have a terrain that stretches a long distance, such as the shooters of the first person and flight or racing simulators. Games less suitable for using anisotropic filtering include genres, such as real -time strategies and sports simulations, in which most of the screen is often accepted by a static background.

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