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==Anisotropic filtering== {{main|Anisotropic filtering}} When a texture is viewed at a steep angle, the filtering should not be uniform in each direction (it should be [[anisotropic]] rather than [[isotropic]]), and a compromise resolution is required. If a higher resolution is used, the [[cache coherence]] goes down, and the aliasing is increased in one direction, but the image tends to be clearer. If a lower resolution is used, the cache coherence is improved, but the image is overly blurry. This would be a tradeoff of MIP level of detail (LOD) for aliasing vs blurriness. However anisotropic filtering attempts to resolve this trade-off by sampling a non isotropic texture footprint for each pixel rather than merely adjusting the MIP LOD. This non isotropic texture sampling requires either a more sophisticated storage scheme or a summation of more texture fetches at higher frequencies.<ref>{{cite web |url=https://www.csee.umbc.edu/~olano/papers/vbat/vbat.pdf |title=Vertex-based Anisotropic Texturing |last1=Olano |first1=Marc |last2=Mukherjee |first2=Shrijeet]] |last3=Dorbie |first3=Angus}}</ref>
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