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Is there any specific difference from normal aliasing and specifically texture aliasing?

Also, is there any specific data structure which can be used to avoid aliasing?

Academic
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What do you mean by "normal" aliasing? Aliasing is the result of under-sampling: i.e being given a signal with a high frequency (temporal and/or spatial) that is being sampled too infrequently (it needs to be sampled at a rate exceeding 2x its maximum frequency OR band-limited/pre-filtered until its max frequency is < 1/2 the sampling rate).

With texture data, the common pre-filtering approach is to use MIP maps (see Lance Williams' "Pyramidal Parametrics".

FWIW I like to explain aliasing by the following:
Imagine you work for a an office-based company (i.e pre covid WFH etc), and are at your desk solidly, 9~5, apart from a lunch break and a 15 min coffee break at 10:30. The CEO take a regular stroll around the office at 10:35 and thus always sees you in the kitchen, rather than at your desk. Because she is under-sampling your 'signal', she thus assumes you are never working.

Simon F
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    Thank you for this answer. I was actually a bit confused about aliasing itself. That is why I framed the question poorly. – Academic Jan 12 '23 at 11:00