ABSTRACT

In this chapter, the authors present a series of simple and effective methods to perform high quality texture filtering on modern Graphics Processing Units (GPU). They provide an overview of the theory behind texture filtering and the elliptical weighted average (EWA) filter. Hardware texture filtering, even on state-of-the-art graphics hardware, suffers from several aliasing artifacts, in both the spatial and temporal domain. The authors deals with an approximation of the EWA filter that uses the underlying anisotropic filtering hardware of the GPU to construct a filter that closely matches the shape and the properties of the EWA filter, offering vast improvements in the quality of the texture mapping. The authors argues that certain characteristics make their method practical for use in games and other interactive applications, as well as applications that require increased fidelity in texture mapping, like GPU ren-derers and image manipulation programs.