Another method of texturing is bilinear filtering. Bilinear is similar to point sampling, though rather than using a single sample it uses blocks of four texels to average their values for a pixel's rendered color. Working as such, bilinear helps to better express the detail shown in the texture area and achieves an overall more accurate color value.
Here is an example of bilinear filtering with mip-mapping.
A yet more advanced mode of texture filtering is trilinear. Trilinear filtering is basically a smarter bilinear filter. It makes the filter aware of mip-map levels, which bilinear fails to address. Trilinear samples the block of four texels and averages them, just as bilinear does, then takes the equivalent four-texel block from a neighboring mip-map level and average those, too. Last, trilinear averages together the two values from the bordering mip-map levels to produce the final output value. This effectively removes the line created in textures by separate mip-map levels, a line noticeably present with bilinear filtering. Furthermore, trilinear filtering is also valuable at reducing texture aliasing. This is due to the increased number of samples achieving a better blend of color values between each pixel. Here is an illustration of how this works, as well as a screenshot of it in action.
Note that even with trilinear filtering, texture distortion still occurs in the distance. Trilinear is thus primarily useful for smoothing the transition between mip-map levels, though as noted above there are also gains in color precision and reduced aliasing.