Anisotropic Filtering: A Technique to Enhance the Picture Quality
Anisotropic Filtering: A Technique to Enhance the Picture Quality
Anisotropic filtering is a technique that is primarily used in 3D computer graphics. The accurate representation with in-depth detail is achieved by eliminating aliasing that is responsible for the pixilated quality of the 3 D graphics. Apart from the anti-absorbing qualities, the antistrophic filtering also functions in reducing the blurred vision of the sloped textures. This is an improvement over the traditional rendering systems like bilinear and trilinear filtering.
Traditional rendering systems fail to give the type of in-depth texture that anisotropic filtering gives because of its insufficient memory bandwidth.
The most important feature of anisotropic filtering is, it effects changes only in the texture and not on the shape of the polygon map.
Inventions of Anisotropic Filtering
AF was developed in 1990s since all the traditional filtering techniques failed to give a good result. Now most of the modern computer graphics cards allow the implementation of this type of advanced filtering technique that can be generally enabled or disabled within the given application. When applied in computer games, the anisotropic filtering acts as hardware intensive and can be set at varying degrees that give better visual improvement by improving the quality of graphics and computing performance.
For the best quality, it is important to look at all the taxes in the highlight and draw an average of them. Further, the degree of filtering is measured at 4:1 ratio level, which gives a sharp texture. The greater the ratio level the lesser the returns; as at a ratio level of 16:1 a marginally sharper representation of texture maps is experienced.
How Does Anisotropic Filtering Work?
AF is used to give better depth detail of texture maps on polygons. It monitors a given texture on a pixel- by- pixel basis and gives accurate representation of texture maps at each pixel within a given application. Each single pixel contains the area that highlight the use of a large amount of texture data. In a way, it determines the color of the pixels.
Thus, this type of filtering technique uses significantly a lot of data. The filtering process also enables to use various filter shapes that approximate the form of the ellipse at different angles of the polygon.
Today with the advances made in the filtering technology, it is possible to use techniques like 16 and 32 taxes for caching texture samples. However, this requires a bigger memory bandwidth. Therefore, some of the computer graphics card manufactures have resorted to optimized filtering method due to the requirement of very expensive memory architecture for anisotropic filtering. In this way, they use filtering for common geometric angles as it is found in computer games like floors walls, the sky, etc.
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