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  2. Mipmap - Wikipedia

    en.wikipedia.org/wiki/Mipmap

    The height and width of each image, or level, in the mipmap is a factor of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase rendering speed and reduce aliasing artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera; lower-resolution ...

  3. Geomipmapping - Wikipedia

    en.wikipedia.org/wiki/Geomipmapping

    Geomipmapping or geometrical mipmapping is a real-time block-based terrain rendering algorithm developed by W.H. de Boer in 2000 that aims to reduce CPU processing time which is a common bottleneck in level of detail approaches to terrain rendering.

  4. Trilinear filtering - Wikipedia

    en.wikipedia.org/wiki/Trilinear_filtering

    Trilinear filtering is an extension of the bilinear texture filtering method, which also performs linear interpolation between mipmaps. [1] [2]Bilinear filtering has several weaknesses that make it an unattractive choice in many cases: using it on a full-detail texture when scaling to a very small size causes accuracy problems from missed texels, and compensating for this by using multiple ...

  5. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    Texture streaming is a means of using data streams for textures, where each texture is available in two or more different resolutions, as to determine which texture should be loaded into memory and used based on draw distance from the viewer and how much memory is available for textures. Texture streaming allows a rendering engine to use low ...

  6. Texture filtering - Wikipedia

    en.wikipedia.org/wiki/Texture_filtering

    Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. [2] It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed.

  7. Clipmap - Wikipedia

    en.wikipedia.org/wiki/Clipmap

    The goal being to be able to stream parts of the octree into video memory, going further down along the tree for nearby objects to give them more details, and to use higher level, larger voxels for farther objects, which give an automatic level of detail (LOD) system for both geometry and textures at the same time.

  8. Deep learning super sampling - Wikipedia

    en.wikipedia.org/wiki/Deep_learning_super_sampling

    DLSS 2.0 was available for a few existing games including Control and Wolfenstein: Youngblood, and would later be added to many newly released games and game engines such as Unreal Engine and Unity. [11] [12] This time Nvidia said that it used the Tensor Cores again, and that the AI did not need to be trained specifically on each game.

  9. Lanczos resampling - Wikipedia

    en.wikipedia.org/wiki/Lanczos_resampling

    Lanczos windows for a = 1, 2, 3. Lanczos kernels for the cases a = 1, 2, and 3, with their frequency spectra. A sinc filter would have a cutoff at frequency 0.5. The effect of each input sample on the interpolated values is defined by the filter's reconstruction kernel L(x), called the Lanczos kernel.