graphics - How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality? - Game Development Stack Exchange
Por um escritor misterioso
Descrição
To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and
SIGGRAPH Asia 2012: GPU-accelerated Path Rendering
Nintendo 64 Architecture
c++ - How to sample a mip level in glsl using textureLod? - Stack
A Quick Overview of MSAA – The Danger Zone
Heuristic based real-time hybrid rendering with the use of
OpenGL Programming Guide - Media Arts and Technology
PDF) On-the-Fly Multi-Scale Infinite Texturing from Example
Sharper Mipmapping using Shader Based Supersampling
Performance Guidelines for Mobile Devices in Unreal Engine