Mipmapping: Difference between revisions

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== References ===
== References ===
*[http://en.wikipedia.org/wiki/Mipmap Mipmap@Wikipedia]
*[http://en.wikipedia.org/wiki/Mipmap Mipmap @ Wikipedia]
*[http://www.gamedev.net/reference/articles/article1233.asp Mip-Mapping in Direct3D]
*[http://www.gamedev.net/reference/articles/article1233.asp Mip-Mapping in Direct3D]


[[Category:Material System]]
[[Category:Material System]]

Revision as of 20:19, 13 October 2005

MIP Mapping

MIP comes from the Latin, multum in parvo, meaning a multitude in a small space.

MIP mapping (also sometimes spelled as mipmapping) is a technique where an original high-resolution texture map is scaled and filtered into multiple resolutions within the texture file. Each scaled texture, or MIP level, represents what the texture would look like at a specific distance from the users viewpoint.

In most cases each subsequent MIP level is half the size of the previous and through the use of filters gives a more natural representation of how colours and details tend to blend together when viewed at a distance. Without this filtering, a moiré pattern or "jaggies", have a habit of appearing on surfaces.

The main benefit of MIP mapping is that by pre-filtering and scaling the textures it avoids the need for it to be done in real-time, thus saving CPU cycles for other important tasks.

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