High Frequency Textures

This terms has stroke me a lot lately , high "frequency" textures , what does the word "frequency" here stand for ? is it Resolution ? is it diversity of colors/details ? is it decompressed textures ?
 
This terms has stroke me a lot lately , high "frequency" textures , what does the word "frequency" here stand for ? is it Resolution ? is it diversity of colors/details ? is it decompressed textures ?
Normally it's a combination of resolution plus big changes in contrast contrast. Also note that this can be exacerbated by per pixel computations as well (such as specular lighting).
 
Big changes in contrast ? like going too much from white to black and ?or any other opposite colors ?
Exactly. The ground texture in Half-life 2 was a good example of this. It was modeled with lots of blades of grass and shadows. That made for a very high frequency texture.
 
It's super easy to think about frequency as if you were looking at the image from the side and perceive it as a kind of a heightmap. :)

kWG29Mv.png
 
high frequency textures allways seem to shimmer or sparkle in the distance ssaa and af help a lot
mlaa or fxaa might help without the hit of ssaa
 
high frequency textures allways seem to shimmer or sparkle in the distance
If one uses an appropriate mip filter and the GPU does proper filtering even for high frequency textures it should be fine.

It's also important to use proper gamma correct filtering.
 
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