Saw this the other day and thought you guys might find this interesting.
http://www.pmavridis.com/ewa.html
Video: http://graphics.cs.aueb.gr/graphics/media/I3D11_EllipticalFiltering.mp4
Paper: http://www.pmavridis.com/data/I3D11_EllipticalFiltering.pdf
http://www.pmavridis.com/ewa.html
The quality of the available hardware texture filtering, even on state of the art graphics hardware, suffers from several aliasing artifacts, in both spatial and temporal domain. Those artifacts are mostly evident in extreme conditions, such as grazing viewing angles, highly warped texture coordinates, or extreme perspective and become especially annoying when animation is involved.
In this paper we introduce a method to perform high quality texture filtering on GPU, based on the theory behind the Elliptical Weighted Average (EWA) filter.
Video: http://graphics.cs.aueb.gr/graphics/media/I3D11_EllipticalFiltering.mp4
Paper: http://www.pmavridis.com/data/I3D11_EllipticalFiltering.pdf