graphics - How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality? - Game Development Stack Exchange
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To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and
GTC 2012: GPU-Accelerated Path Rendering
SIGGRAPH 2012: GPU-Accelerated 2D and Web Rendering
java - libGDX antialiasing on desktop seems uneffective - Stack
Calaméo - 3D computer graphics
2:1 Anisotropic filtering using two trilinear filter operations
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SIGGRAPH Asia 2012: GPU-accelerated Path Rendering
SIGGRAPH Asia 2012: GPU-accelerated Path Rendering
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