Computer Graphics · Cluster
Texturing
Sampling, filtering, and mipmaps.
- 01 Texel Grids, Normalized Coordinates, and Wrap Addressing Where texel centers sit inside a texture, how a normalized coordinate addresses them without an off-by-half error, and what each wrap mode does past the edge.
- 02 Bilinear Weighting and the Tent Reconstruction Filter How four texel taps and two linear interpolants reconstruct a continuous signal, why the resulting kernel is a tent, and what that kernel does to frequencies above half the texel rate.
- 03 Mip Chain Construction by Box Reduction What averaging four texels into one actually preserves, where the filter sits against the ideal low-pass, and why sRGB, normal maps, and odd dimensions each need different treatment.
- 04 Choosing a Mip Level from Screen-Space Derivatives How four partial derivatives become one level-of-detail value, why the maximum of the axes beats the average, and where trilinear blending and LOD bias change the answer.
- 05 Anisotropic Footprint Filtering Along the Major Axis Why a single mip level cannot represent an elongated pixel footprint, how an anisotropic sampler builds the ellipse, and where the extra taps go.
- 06 Block Compression and the Endpoints It Stores How a fixed-rate block codec reconstructs four colours from two endpoints, why the block grid forces independent decoding, and what that costs at mip level boundaries.
- 07 Page Tables for Sparse Virtual Textures How a texture is addressed through a page table, what happens when a page is missing during sampling, and how feedback selects the pages to load.
- 08 Filtering Normal Maps Without Flattening the Detail Why averaging encoded normals is not the same as averaging the surfaces they describe, what renormalization and variance preservation each recover, and how to choose between them.
- 09 Swizzled Texel Layouts and the Cost of a Bilinear Fetch Why row-major storage makes a four-texel fetch hit two cache lines or more, how tiled and Morton-ordered layouts repair it, and where the repair stops paying.
- 10 Ray Differentials for Texture Lookups Along a Ray How a pixel footprint propagates through reflection and refraction, why the propagated footprint can collapse or explode, and what to clamp when it does.