Proja->b = a . b / |b|
a x b = -b x a
Texture Sampling:
- Linear Filtering (pick the color of the nearest texel)
- Bilinear Filtering (binary interpolation between four nearest texels)
- Bicubic Filtering (similiar to bilinear, but samples in a 4x4)
- Trilinear Filtering (bilinear filtering on the two nearest mipmap levels, then interpolate between the results)
- Anisotropic Filtering (multiple trilinear filters to better sample the specific area we are sampling)
BRDF =