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Texture 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). There are two main categories of texture filtering, magnification filtering and minification filtering. 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). Put simply, filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. 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. 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. 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). There are two main categories of texture filtering, magnification filtering and minification filtering. 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). Put simply, filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. 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. 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. There are many methods of texture filtering, which make different trade-offs between computational complexity, memory bandwidth and image quality. During 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 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. Such a position may not lie perfectly on the 'pixel grid,' necessitating some function to account for these cases. 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. Some form of filtering has to be applied to determine the best color for the pixel. Insufficient or incorrect filtering will show up in the image as artifacts (errors in the image), such as 'blockiness', jaggies, or shimmering. There can be different types of correspondence between a pixel and the texel/texels it represents on the screen. These depend on the position of the textured surface relative to the viewer, and different forms of filtering are needed in each case. Given a square texture mapped on to a square surface in the world, at some viewing distance the size of one screen pixel is exactly the same as one texel. Closer than that, the texels are larger than screen pixels, and need to be scaled up appropriately - a process known as texture magnification. Farther away, each texel is smaller than a pixel, and so one pixel covers multiple texels. In this case an appropriate color has to be picked based on the covered texels, via texture minification. Graphics APIs such as OpenGL allow the programmer to set different choices for minification and magnification filters.

[ "Image compression", "Texture compression", "Image texture" ]
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