graphics - How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality? - Game Development Stack Exchange
Por um escritor misterioso
Last updated 22 fevereiro 2025
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To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and
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Sharper Mipmapping using Shader Based Supersampling
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Simple good quality subpixel text rendering in OpenGL with
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Performance Guidelines for Mobile Devices in Unreal Engine
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Pixel History Linear Models for Real‐Time Temporal Filtering
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PDF) GigaVoxels : Ray-Guided Streaming for Efficient and Detailed
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Nintendo 64 Architecture
calepin/Graphics/Graphics.md at main · mems/calepin · GitHub
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Pronounced /ˈʃɪ.vəʊ.æ/
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Unity 2017 Game Optimizations (Chris Dickinson 著) - void87 - 博客园
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A Quick Overview of MSAA – The Danger Zone
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Arkanis Development
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