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Anti-aliasing and Anisotropic filtering explained Anti-aliasing and Anisotropic filtering explained
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Anti-aliasing and Anisotropic filtering explained
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Old 4th July 2005, 19:59   #1
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Default Anti-aliasing and Anisotropic filtering explained

Multi sampling is a slightly more developed and intellectual approach to the problem. Multi sampling was introduced with DirectX 8. Rather than creating a larger, virtual image to calculate the samples, cards that multi-sample take the colour averages from the original image. Additionally, samples are reused for neighbouring pixels, meaning that less calculations have to be done.

As a 3D scene stretches into the distance, less detail is required as the objects become further away. Rendering textures that are far away at a lesser detail than those that are closer to the player means that graphics cards can give better performance. These lower-quality distance textures are called mipmaps.

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