## References ## * Jon Blow articles in Game Developer Magazine: * [Mipmapping, Part 1](http://number-none.com/product/Mipmapping,%20Part%201/index.html) * [Mipmapping, Part 2](http://number-none.com/product/Mipmapping,%20Part%202/index.html) * [Non-Power-of-Two Mipmapping](http://developer.nvidia.com/object/np2_mipmapping.html) ## Conclusions ## Here are some of my findings: * Windowed sinc filters with radius greater than 3 produce too many ringing artifacts. * For good results with non power of two textures or arbitrary scales, you must use polyphase filters. * Sampling the polyphase filter with a box filter greatly improves the quality. * Using a triangle filter looks even better, but the difference is small. * For most cases box does a great job. * The Lanczos and Kaiser windows produce indistinguishable results. * Gamma correction produces more correct results, but sometimes enhances the ringing artifacts.