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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
Triplanar mapping is a great solution for dealing with texturing on complex geometry that is difficult or impossible to use traditional UVs for with out obvious stretching and/or texture seams. It’s also a technique plagued by half hearted and straight up wrong implementations of normal mapping. edit: Note that the shader code in this article is written for use in Unity. All of the techniques disc
Aliasing is the bane of VR. We have several tools we use to try to remove, or at least reduce aliasing in real time graphics today. Tools like super sampling, temporal anti-aliasing (TAA), and multi sample anti-aliasing (MSAA). They all have their pros and cons, but there’s one tool I don’t feel like gets the use and respect it deserves. That tool is a feature of MSAA, Alpha to Coverage. This arti
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