"Filtering After Shading with Stochastic Texture Filtering" by @BartWronski@mattpharr@marcosalvi Fajardo is most excellent. It takes courage to dare to ask "have we all been doing texture filtering wrong?" to begin with. And realize there actually are a dozen precedents for doing it differently (shadow PCF, negative mip bias, stochastic trilinear etc.), look at all of them, and formalize it all. Great! https://mastodon.gamedev.place/@BartWronski/112445872458391965
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