3D Chips and Cards

Anisotropic Filtering

This feature is another catchword in the chase after customers and readers. I try to explain it as simply as possible. Bilinear and trilinear filtering, as used today, are ways of interpolating a pixel as a part of a texture so that it blends in into its environment reasonably. Those two filtering techniques have one big disadvantage, they filter evenly in each direction. This means that the filtering technique is the same at the edge of a wall as in the middle of a wall or the filtering is also the same regardless if you look at a surface under different angles. Unfortunately this isn't very realistic, at the edge of a shape the filtering has to be different and the viewing angle should also have an impact on the filtering. Anisotropic filtering doesn't mean anything than that the filtering is done 'unevenly'. An algorithm has to find which part of a texture needs which kind of filtering. Thus anisotropic filtering is not a clearly defined procedure as bi- or trilinear filtering is. There are many different ways of implementing anisotropic filtering into a 3D-chip. We will have to see which one's implementation looks best and most realistic. So far there isn't any hardware implementation of anisotropic filtering in any of the new or announced 3D-chips.

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