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Sharper Mipmapping using Shader Based Supersampling

 4 years ago
source link: https://www.tuicool.com/articles/zqy2y2b
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Mipmapping is ubiquitous in real time rendering, but has limitations. This article is going to go into what mipmapping is, how it’s used, and how it can be made better.

Warning: this page has about 72MB of Gifs! Medium also has a tendency to not load them properly, so if there’s a large gap or overly blurry image, try reloading the page. Ad blockers may cause problems, no script may make it better. It’s also broken in the official Medium app. Sorry, Medium is just weird.

This article is Unity and MSAA / no-FSAA focused. If you’re intending to use some form of post transparency TAA, this article may not be for you.


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