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FS 3D Guide: Filtering and Lighting
June 08, 1999   James Yu > [View My Other Articles]
Tim Hsu > [View My Other Articles]
Product Info | User Reviews | Article Images(18) | Image Gallery | Comments | Forum Thread
3DMark 99 Picture Comparison

Here are some 3DMark 99 Max screenshots featuring point sampling, bilinear, and trilinear filtering.

FS 3D Guide: Filtering and Lighting [ Point sampling @ 640 x 480 ] > View Full-Size in another window.
Point sampling

FS 3D Guide: Filtering and Lighting [ Bilinear filtering @ 640 x 480 ] > View Full-Size in another window.
Bilinear filtering

FS 3D Guide: Filtering and Lighting [ Trilinear filtering @ 640 x 480 ] > View Full-Size in another window.
Trilinear filtering

FS 3D Guide: Filtering and Lighting [ Anisotropic filtering @ 640 x 480 ] > View Full-Size in another window.
Anisotropic filtering

Notice the mip banding in the point sampling and bilinear pictures. It's not present in the trilinear shot.

Bilinear and trilinear filtering work best on polygons that directly face the viewer. Bilinear and trilinear filtering might cause polygons angled to viewer to lose detail because the choice of sampled pixels don't accurately reflect the angle and shape of the polygon. This can be seen when bilinear or trilinear filtering is applied to a texture containing text. If the texture is angled, the text will appeared blurred because the filtering method didn't choose the most accurate pixel formation to sample. Anisotrophic filtering models texels initially as ellipses instead of the traditional form of circles. This is supposed to make it sharper, especially for "edge on" text, but we haven't seen a good example of this yet.

Back! Anisotropic what??     Gettin' shady... Next!
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Of course, we have to let you know that the shots are from 3DMark 99 MAX. Get your free version, too!

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