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