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Trilinear filtering is an extension of the bilinear
texture filtering In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture). There are two main categories of texture filtering ...
method, which also performs
linear interpolation In mathematics, linear interpolation is a method of curve fitting using linear polynomials to construct new data points within the range of a discrete set of known data points. Linear interpolation between two known points If the two known poin ...
between
mipmap In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. The height and width of each image, or level, in the ...
s. 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 mipmaps throughout the polygon leads to abrupt changes in blurriness, which is most pronounced in polygons that are steeply angled relative to the camera. To solve this problem, trilinear filtering interpolates between the results of bilinear filtering on the two mipmaps nearest to the detail required for the polygon at the pixel. If the pixel would take up 1/100 of the texture in one direction, trilinear filtering would interpolate between the result of filtering the 128×128 mipmap as y1 with x1 as 128, and the result of filtering on the 64×64 mipmap as y2 with x2 as 64, and then interpolate to {{nowrap, x {{= 100. The first step in this process is to determine how big in terms of the texture the pixel in question is. There are a few ways to do this, and the ones mentioned here are not necessarily representative of all of them. * Use the distance along the texture between the current pixel and the pixel to its right (or left, or above, or below) as the size of the pixel. * Use the smallest (or biggest, or average) of the various sizes determined by using the above method. * Determine the uv-values of the corners of the pixel, use those to calculate the area of the pixel, and figure out how many pixels of exactly the same size would take up the whole texture. Once this is done, bilinear filtering is carried out on the two mipmaps with pixel sizes that are immediately larger and smaller than the calculated size of the pixel, and then interpolate between them as normal. Since it uses both larger and smaller mipmaps, trilinear filtering cannot be used in places where the pixel is smaller than a texel on the original texture, because mipmaps larger than the original texture are not defined. Bilinear filtering still works, and can be used in these situations without worrying too much about abruptness because bilinear and trilinear filtering provide the same result when the pixel size is exactly the same as the size of a texel on the appropriate mipmap. Trilinear filtering still has weaknesses, because the pixel is still assumed to take up a square area on the texture. In particular, when a texture is at a steep angle compared to the camera, detail can be lost because the pixel actually takes up a narrow but long trapezoid: in the narrow direction, the pixel is getting information from more texels than it actually covers (so details are smeared), and in the long direction the pixel is getting information from fewer texels than it actually covers (so details fall between pixels). To alleviate this,
anisotropic Anisotropy () is the property of a material which allows it to change or assume different properties in different directions, as opposed to isotropy. It can be defined as a difference, when measured along different axes, in a material's physic ...
("direction dependent") filtering can be used.


See also

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Bilinear filtering In mathematics, bilinear interpolation is a method for interpolating functions of two variables (e.g., ''x'' and ''y'') using repeated linear interpolation. It is usually applied to functions sampled on a 2D rectilinear grid, though it can be g ...
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Anisotropic filtering In 3D computer graphics, anisotropic filtering (abbreviated AF) is a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing angles with respect to the camera where the projection of the t ...
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Trilinear interpolation Trilinear interpolation is a method of multivariate interpolation on a 3-dimensional regular grid. It approximates the value of a function at an intermediate point (x, y, z) within the local axial rectangular prism linearly, using function data ...
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Lanczos resampling filtering and Lanczos resampling are two applications of a mathematical formula. It can be used as a low-pass filter or used to smoothly interpolate the value of a digital signal between its samples. In the latter case it maps each sample of t ...
Texture filtering