![]() Some form of filtering has to be applied to determine the best color for the pixel. In other words, since the textured surface may be at an arbitrary distance and orientation relative to the viewer, one pixel does not usually correspond directly to one texel. ![]() Such a position may not lie perfectly on the "pixel grid," necessitating some function to account for these cases. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates, which are used to provide a position within a texture. There are many methods of texture filtering, which make different trade-offs between computational complexity, memory bandwidth and image quality.ĭuring the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For most common interactive graphical applications modern texture filtering is performed by dedicated hardware which optimizes memory access through memory cacheing and pre-fetch and implements a selection of algorithms available to the user and developer. Depending on the circumstances filtering can be performed in software (such as a software rendering package) or in hardware for real time or GPU accelerated rendering or in a mixture of both. Depending on the chosen filter algorithm the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. Put simply, filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the situation texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA), where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification). There are two main categories of texture filtering, magnification filtering and minification filtering. ![]() In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture). Method used to determine the texture color for a texture mapped pixel in computer graphics
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