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