This process corrects the projection errors when texture are applied. The texels on the surfaces, oblique from the point of view of the observer, aren't considered any more as square form, but irregular allowing to obtain smoother results.
An advanced texture-filtering technique that improves image quality for scenes with objects that extend from the foreground deep into the background. For example, a road that extends to the horizon will look better with anisotropic filtering.
A mipmap filtering mode that compensates for anisotropic distortion.
The definition of the word anisotropic states “exhibiting properties with different values when measured in different directions.” This is a common filtering technique applied to video games that helps improve the perspective of the image shown. Like anti-aliasing, various levels are available, and the higher the level of anisotropic filtering, the lower the overall performance of the game. Reviews may also focus on the effect of various levels of this filtering when presenting the frame rates achieved on a certain graphics card.
An advanced filtering method that gives the same advantages as trilinear filtering without losing any quality when seen from any angle. For an example, if you are staring directly at a wall perfectly flat in front of you, you are seeing things properly filtered using bilinear or trilinear filtering. However, if you are looking at something on an angle, for instance the ground, the sampling from bilinear or trilinear still samples as if you were staring at a flat wall directly in front of you meaning the lines become blurred. If the ground is at an angle on your screen, anisotropic filtering filters the graphics based on that angle. It works on the space the object occupies in the 3D scene. This is very computationally expensive.
The level past trilinear filtering, this uses samples from multiple Mip Maps to get the best approximation for a texture. Very heavy performance cost.
(AF) Is a filtering method in 3D graphics that reduces blurring. It enhances the image quality of textures that are distant and at high angles with respect to the camera so that the projection is not square but trapezoid.
In 3 D computer graphics, anisotropic filtering (abbreviated AF) is a method of enhancing the image quality of textures on surfaces that are far away and at high angles with respect to the camera so the projection of the texture (not the polygon or other primitive it is rendered on) appears like a trapezoid instead of a square. Like bilinear and trilinear filtering it eliminates aliasing effects, but introduces less blur at extreme angles and thus preserves more detail. Anisotropic filtering is relatively expensive (usually computationally, though the standard space-time tradeoff rules apply) and has only in the '90s become a standard feature of consumer-level graphics cards.