POV-Ray : Newsgroups : povray.advanced-users : Bilinear Filtering Effect : Re: Bilinear Filtering Effect Server Time
28 Jul 2024 12:28:49 EDT (-0400)
  Re: Bilinear Filtering Effect  
From: Warp
Date: 1 Nov 2005 01:42:06
Message: <43670e3d@news.povray.org>
SSSUTM <nomail@nomail> wrote:
> What I mean is that like in games, bilinear filtering will mix the pixels of
> an entire scene so that it appears smooth and you don't see the pixels as
> such but mixed.

  I think that you have a confusion here.

  Bilinear filtering is used (usually in scanline rendering, which is what
3D hardware uses) in texturing (and since it's scanline rendering, the
textured elements are triangles). And it's only useful when the texture
pixels (ie. texels) are larger than the image pixels.
  When the texture to draw on screen has bigger texels than the screen
pixels, what bilinear filtering does is to interpolate between the
texels colors. ("Bilinear" means that the interpolation is done in
both texture axes.) This will make the texture look smoother and less
pixelated when it is zoomed bigger.

  Bilinear filtering can only be done to textures. It will not smooth out
polygon edges. This means that objects will have pixelated edges regardless
of whether you use bilinear filtering or not.

  In order to smooth polygon edges what you need is *antialiasing*, which
is a completely different and unrelated technique.

> By the way, I have downloaded some models from 3D cafe. When I import them
> in povray, they are very big.

  Have you imported them in mesh2 format?

-- 
                                                          - Warp


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