Antialiasing of Environment Maps

Environment maps, like texture maps or any other maps consisting of discretely stored data have to be properly filtered, if they are being resampled in the process of rendering an image. For environment maps, this is especially important, as the sampling rate is subject to extreme changes due to the curvature of the reflecting surfaces. However, for the same reason, the antialiasing is especially difficult to perform, as the sampling rate has to be determined for each pixel. We introduce a method to perform this calculation and determine the parameters for anisotropic filtering of the environment map. Instead of the BRDF, we employ roughness pyramids to account for the properties of the reflecting surface. The principles that are used to perform this antialiasing can be applied for antialiasing reflected textures in general e.g. in ray tracing.