This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these messages)
|
In 3D computer graphics, anisotropic filtering (abbreviated AF)[1][2] is a method of enhancing the image quality of textures. It only applies on surfaces at oblique viewing angles to the camera and where the projection of the texture (not the polygon or other primitive on which it is rendered) appears to be non-orthogonal. As per its etymology, anisotropic filtering does not filter the same in every direction.
Like bilinear and trilinear filtering, anisotropic filtering eliminates aliasing effects,[3][4] but improves on these other techniques by reducing blur and preserving detail at extreme viewing angles.
Primarily due to memory bandwidth constraints[citation needed], anisotropic filtering is a relatively intensive process and only became a standard feature of consumer-level graphics cards in the late 1990s.[5] Anisotropic filtering is now common in modern graphics hardware (and video driver software) and is enabled either by users through driver settings or by graphics applications and video games through programming interfaces.