A key part of rendering high-quality imagery without aliasing has been to use first-order differentials of texture coordinates to determine spatially varying filter kernels for texture map lookups. With traditional rasterization, a variety of techniques have been developed to do this, but the most common one used today is to compute differences among adjacent pixels in a 2 2 quad of pixels. However, doing so is not always possible with modern rendering techniques, including both some forms of deferred shading as well as ray tracing.
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Aizenshtein, M., Pharr, M. (2021). Sampling Textures with Missing Derivatives. In: Marrs, A., Shirley, P., Wald, I. (eds) Ray Tracing Gems II. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-7185-8_5
Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-7184-1
Online ISBN: 978-1-4842-7185-8
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