Difference between revisions of "TrilinearFiltering"

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Trilinear Filtering is a method of [[Texture filtering]] used by [[:Category:GameEngines|game engines]].
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= Trilinear Filtering =
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Since [[Texel]]s are almost always larger or smaller than screen [[Pixel]]s, trilinear filtering finds two [[MipMap]]s whose texels are closest in size to the screen pixels: one with larger texels, and the other with smaller texels. For each of the two MIP-maps, it then [[Interpolation|interpolates]] the four texels that are the nearest to each screen pixel. After this it averages between the two MIP results to render the final screen pixel.  
 
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A method of [[MipMap|MIP mapping]]. Since the [[Texel|texels]] are almost always larger or smaller than the screen [[Pixel|pixels]], it finds two MIP-maps whose texels are closest in size to the screen pixels: one with larger texels, and the other with smaller texels. For each of the two MIP-maps, it then [[Interpolation|interpolates]] the four texels that are the nearest to each screen pixel. In the final step it averages between the two MIP results to render the final screen pixel.  
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Trilinear mip-mapping requires more than twice the computational cost of [[BilinearFiltering|bilinear filtering]], but the textures are filtered very nicely, with a clean result.
 
Trilinear mip-mapping requires more than twice the computational cost of [[BilinearFiltering|bilinear filtering]], but the textures are filtered very nicely, with a clean result.
 
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[[Category:Glossary]]
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[[Category:Glossary]][[Category:Rendering]]

Latest revision as of 20:43, 19 March 2015

Trilinear Filtering is a method of Texture filtering used by game engines.

Since Texels are almost always larger or smaller than screen Pixels, trilinear filtering finds two MipMaps whose texels are closest in size to the screen pixels: one with larger texels, and the other with smaller texels. For each of the two MIP-maps, it then interpolates the four texels that are the nearest to each screen pixel. After this it averages between the two MIP results to render the final screen pixel.

Trilinear mip-mapping requires more than twice the computational cost of bilinear filtering, but the textures are filtered very nicely, with a clean result.


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