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mip / LOD

Choosing which pre-shrunk version of a texture to use based on how far away a surface is.

A texture drawn on a distant surface only covers a few pixels, so sampling the full-size image looks noisy and wastes work. 'LOD' (level-of-detail) selection picks an appropriately downscaled copy — a mip level — so distant things use small versions and close things use large ones. This keeps textures smooth and fast; the pre-shrunk copies themselves are the mipmap.

See also

  • mipmapA stack of pre-computed, progressively smaller copies of a texture image.
  • mipmap / LODPre-shrunk texture copies (mipmaps) plus the rule that picks which one to sample (LOD).
  • MSAAAn anti-aliasing technique that smooths jagged edges by sampling each pixel at several points.

Referenced by

mipmap · mipmap / LOD