Anisotropic filtering

An illustration of texture filtering methods showing a texture with trilinear mipmapping (left) and anisotropic texture filtering

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.

  1. ^ "What is Anisotropic Filtering? - Technipages". 8 July 2020.
  2. ^ Ewins, Jon P; Waller, Marcus D; White, Martin; Lister, Paul F (April 2000). "Implementing an anisotropic texture filter". Computers & Graphics. 24 (2): 253–267. doi:10.1016/S0097-8493(99)00159-4.
  3. ^ Blinn, James F.; Newell, Martin E. (October 1976). "Texture and reflection in computer generated images". Communications of the ACM. 19 (10): 542–547. doi:10.1145/360349.360353.
  4. ^ Heckbert, Paul S. (November 1986). "Survey of Texture Mapping". IEEE Computer Graphics and Applications. 6 (11): 56–67. doi:10.1109/MCG.1986.276672.
  5. ^ "Radeon Whitepaper" (PDF). ATI Technologies Inc. 2000. p. 23. Retrieved 2017-10-20.