Anisotropic Filtering - Implementation

Implementation

True anisotropic filtering probes the texture anisotropically on the fly on a per-pixel basis for any orientation of anisotropy.

In graphics hardware, typically when the texture is sampled anisotropically, several probes (texel samples) of the texture around the center point are taken, but on a sample pattern mapped according to the projected shape of the texture at that pixel.

Each anisotropic filtering probe is often in itself a filtered MIP map sample, which adds more sampling to the process. Sixteen trilinear anisotropic samples might require 128 samples from the stored texture, as trilinear MIP map filtering needs to take four samples times two MIP levels and then anisotropic sampling (at 16-tap) needs to take sixteen of these trilinear filtered probes.

However, this level of filtering complexity is not required all the time. There are commonly available methods to reduce the amount of work the video rendering hardware must do.

The anisotropic filtering method most commonly implemented on graphics hardware is the composition of the filtered pixel values from only one line of MIP map samples, which is referred to as "footprint assembly".

Read more about this topic:  Anisotropic Filtering