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Lecture 5: Texture Mapping (96)
Shruteek

Based on the visuals here in anisotropic filtering, it seems to handle both sharp rendering of nearby textures and properly blurred texturing of faraway textures. This brings up the question, how does its speed and memory performance (with and without mipmapping) compare to that of mipmap (tri and bilinear) sampling, point sampling, and supersampling? Another comment mentioned its usage in gaming, which implies good speed performance, but I cannot find the type of mipmapping Valorant's anisotropic filtering uses for texture accuracy.

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