CompuServe Messages

#The Truth

    13-Apr-95 11:02:57
Sb: #164548-#The Truth
Fm: Yost Group 76702,413
To: Brian S. Schmitt 76745,1160
For texturing antialiasing, you get MUCH better results using either pyramidal (mip-mapping) or summed-area-table filtering — than you would with oversampling. This is how both the Wavefront rendering and Renderman antialias their texture maps, and it's how 3DS does it as well. Oversampling can never be an optimal solution for anything due to the inherent quantization problems associated with it. – G PS: LW is not along in its dependance upon oversampling. Alias has exactly the same problems.