The 3DPulpit preaches anisotropy

Reverend over at 3DPulpit has been on a very, very serious "information dump" kick when it comes to 3D graphics. He's using screen shots, java apps, and even AVI videos to try to communicate exactly what sort of impact various kinds of filtering can have. Now past his FSAA stage, in part thanks to 3dfx's untimely demise, Reverend is concentrating his efforts on anisotropic filtering. The GeForce3, which has the most robust aniostropic filtering implementation on the market, is his test mule. You'll want to see both parts of his article, part one and part two.

I recommend this article for a number of reasons. First, the man knows how to spell "anisotropic," which is more than I can say for myself. Second, anisotropic filtering is Very Important to image quality—more so than the various forms of anti-aliasing we've come to know over the past year or so, in my book. Anisotropic filtering is also a form of anti-aliasing, in fact, but it's much smarter about how to handle textures—and it makes things sharper, not blurrier, as a rule. Rev's screenshots will visually demonstrate the crazy huge difference between, say, bog-standard bilinear or trilinear filtering and full-on, razor-sharp, crisp-as-the-mountain-air anisotropic filtering. (Open those pictures in windows maxed to full screen so you can switch between them and see how it changes.) Impressive, no?

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