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mipmap

Mipmap is a sequence of textures used in 3D computer graphics to increase rendering efficiency and image quality. It consists of multiple prefiltered versions of a base texture, each at a lower resolution. Level 0 contains the original image; each subsequent level halves the width and height, continuing until a 1x1 texture remains. The entire chain is stored with the base texture and is typically generated in advance as part of texture creation.

Generation uses downsampling filters that reduce high-frequency detail to minimize aliasing. Common approaches employ box filtering

In real-time rendering, texture sampling can select an appropriate mipmap level based on the projected size

The concept dates to the 1980s, and the term mipmap was coined by Lance Williams. Hardware and

or
more
sophisticated
prefilters.
The
total
memory
required
for
a
mipmap
chain
is
about
4/3
of
the
size
of
the
base
texture,
due
to
the
geometric
progression
of
texel
counts.
of
the
texture
on
screen,
or
interpolate
between
levels
(trilinear
filtering).
This
reduces
aliasing
in
minification
and
improves
cache
performance,
because
smaller
mipmap
levels
are
more
likely
to
fit
in
texture
caches.
Anisotropic
filtering
may
be
used
in
conjunction
with
mipmaps
to
preserve
detail
at
oblique
viewing
angles,
at
additional
cost.
graphics
APIs
routinely
support
mipmapping
as
a
standard
feature,
and
it
is
widely
used
in
modern
game
engines
and
visualization
tools.