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dc.contributor.authorSchilling, Andreasen_US
dc.date.accessioned2015-02-16T07:09:39Z
dc.date.available2015-02-16T07:09:39Z
dc.date.issued2001en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00470en_US
dc.description.abstractEnvironment maps, like texture maps or any other maps consisting of discretely stored data have to be properly filtered, if they are being resampled in the process of rendering an image. For environment maps, this is especially important, as the sampling rate is subject to extreme changes due to the curvature of the reflecting surfaces. However, for the same reason, the antialiasing is especially difficult to perform, as the sampling rate has to be determined for each pixel. We introduce a method to perform this calculation and determine the parameters for anisotropic filtering of the environment map. Instead of the BRDF, we employ roughness pyramids to account for the properties of the reflecting surface. The principles that are used to perform this antialiasing can be applied for antialiasing reflected textures in general e.g. in ray tracing.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Association.en_US
dc.titleAntialiasing of Environment Mapsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume20en_US
dc.description.number1en_US
dc.identifier.doi10.1111/1467-8659.00470en_US
dc.identifier.pages5-11en_US


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