Pseudo-bandlimited pixel art filtering in 3D: A mathematical derivation
Very beautiful article!<p>I'm always infuriated by texture aliasing, and this is a very refreshing read of the basics.  Notice that in this article the anisotropy is linearized, and near the horizon of the sampled plane this linearization breaks down.  It is actually very difficult to render an infinite plane without aliasing nor blur near the horizon!