This repository was archived by the owner on Dec 31, 2020. It is now read-only.
-
-
Notifications
You must be signed in to change notification settings - Fork 218
MipmapGeneration
Ignacio edited this page Aug 17, 2016
·
3 revisions
-
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]
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.
More stuff:
- For HDR images box filters work best, the higher the discontinuitites the higher the ringing artifacts.