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or to add additional geometry to an existing 3-D polygon mesh
object. In the latter case, a polygon (or group of polygons)
comprising part of the surface of the object are extruded. This
extrusion can be either outward or inward on the 3-D object,
creating positive or negative surface detail. Extrusion of
polygons on 3-D objects is often associated with a beveling
type of effect.
Fill Rate
Fill Rate is the number of pixels that a card can render (textured
and shaded) over a given time period (millions of pixels per
second, MPPS).
Filtering
Imagine the effect of stretching a 2D image from a resolution of
20*20 pixels to another one of 400*400 pixels. When you
displayed the same image at 400*400 pixels you will see larger
and larger blocks of pixels of the same color. This is what
would happen with a 3D object when you move closer to it in a
game if there was no techniques of filtering.
Filtering is a technique for smoothing textures mapped onto 3D
objects. When the filtering is used, the color of each pixel of
the destination texture is determined by performing linear
interpolations between the colors of several pixels inside the
source texture. Following are some methods of filtering starting
(from the worst quality to best)
1. Point Sampled filtering: Point filtering will just copy the
color of the nearest real pixel, so it will actually enlarge the
real pixel. This creates a blocky effect and when moving
this blocks can change color quickly creating weird visual
effects. This technique is always used in software 3D
engines because it requires very little calculation power.
2. Bilinear filtering: When this technique of filtering is used,
the color of each pixel in the destination texture is
determined as a weighted average of the colors of the four
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