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Texturing

Texture Interpolation, Texture Filtering

On rendering, the texels neither are not of the same size as the pixels of the screen, nor are the texels aligned to the pixels. Hence, we need color values "between" existing texels. Typically, these are computed using linear interpolation (or rather bilinear interpolation because it's done in two directions: u and v). Demo with DirectX.

If the texels become significantly smaller than the pixels, we'll see moiré (=aliasing) patterns in the rendering. Demo with DirectX and Cinema 4D. To suppress this effect, "MIP mapping" is used (MIP stands for "multum in parvo": much in little). A MIP map contains the texture image in several levels of resolution, each one two times the sidelength of the next. With linear MIP map interpolation, the graphics chip chooses the two most appropriate levels and blends them linearly. Hence, trilinear interpolation, because we're interpolating in u, v, and MIP level. Demo with DirectX.

Alpha Blending

We may use a forth color component (alpha, hence ARGB) to control transparency. Demo with DirectX. Note that "alpha blending" incurs dependency on the order in which objects are rendered.

Bump Mapping

Textures may also be used to control shape: