![cover image](https://wikiwandv2-19431.kxcdn.com/_next/image?url=https://upload.wikimedia.org/wikipedia/commons/thumb/8/80/Anisotropic_filtering_en.png/640px-Anisotropic_filtering_en.png&w=640&q=50)
Anisotropic filtering
Method of enhancing the image quality of textures on surfaces of computer graphics / From Wikipedia, the free encyclopedia
Dear Wikiwand AI, let's keep it short by simply answering these key questions:
Can you list the top facts and stats about Anisotropic filtering?
Summarize this article for a 10 year old
In 3D computer graphics, anisotropic filtering (abbreviated AF)[1][2] is a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing angles with respect to the camera where the projection of the texture (not the polygon or other primitive on which it is rendered) appears to be non-orthogonal (thus the origin of the word: "an" for not, "iso" for same, and "tropic" from tropism, relating to direction; anisotropic filtering does not filter the same in every direction).
![]() | This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these template messages)
|
![](http://upload.wikimedia.org/wikipedia/commons/thumb/8/80/Anisotropic_filtering_en.png/640px-Anisotropic_filtering_en.png)
Like bilinear and trilinear filtering, anisotropic filtering eliminates aliasing effects,[3][4] but improves on these other techniques by reducing blur and preserving detail at extreme viewing angles.
Anisotropic filtering is relatively intensive (primarily memory bandwidth and to some degree computationally, though the standard space–time tradeoff rules apply) and only became a standard feature of consumer-level graphics cards in the late 1990s.[5] Anisotropic filtering is now common in modern graphics hardware (and video driver software) and is enabled either by users through driver settings or by graphics applications and video games through programming interfaces.