MIP mapping

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MIP mapping

A texture mapping technique that uses multiple texture maps, each one providing a deeper depth level for the viewer. Called "MIP maps," each map is half the size of the first one. MIP mapping is combined with various other techniques to produce different amounts of realism. It is typically used with bilinear interpolation and always used with trilinear interpolation. MIP stands for "multum in parvo," which is Latin for "many in a small place." See bilinear interpolation, trilinear interpolation, texture map and point sampling.


MIP Maps
MIP maps provide more depth realism to objects, because texture maps for varying levels of depth have been prepared. (Redrawn from illustration courtesy of Intergraph Computer Systems.)
References in periodicals archive ?
This value is then used to fill in the gaps in the closest mipmap level.
These parameters are the resampling filters, first of all, followed by the mipmap power and downsampling ratios for the foreground and background layers.
For all images and mipmap powers, similar filter performances have been registered.
Several mipmap powers have been tested, their influence on the quality of images being illustrated in Fig 6.
PSNR tests results are quite similar for all images and all combinations of mipmap powers.
The following is a piece of code that initializes the texture and provides mipmap support for the PNG compression format.
For this reason, mipmap support for ETC texture compression in the sample app is restricted to KTX file compression only.
Providing mipmap support for PVRTC textures was a bit trickier.
After loading an S3TC texture file, determining the format, and reading past the header, mipmap support takes place.
It also features support for line and polygon stipple, comprehensive texture mapping, Mipmap and tri-linear Mipmap filtering, Gouraud shading, and an optional client/server virtualized driver.
Surface sharing between OpenCL and OpenGL does not currently support mipmaps and native mipmap support is a separate OpenCL extensioncl_khr_mipmap_image.
An artist's rare perspective of the game industry is revealed, with chapters linking the artistic process to game potentials, covering methods for improving artistic skills through studying and reading reference images, and providing insights on specific game techniques from mipmaps and fill rates to lighting per-pixel.