nvidia-texture-tools/wiki/MipmapGeneration.wiki

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#summary Mipmap Generation
== References ==
* Jon Blow articles in Game Developer Magazine:
* [http://number-none.com/product/Mipmapping,%20Part%201/index.html Mipmapping, Part 1]
* [http://number-none.com/product/Mipmapping,%20Part%202/index.html Mipmapping, Part 2]
* [http://developer.nvidia.com/object/np2_mipmapping.html Non-Power-of-Two Mipmapping]
== 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.