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mipmap / LOD
Pre-shrunk texture copies (mipmaps) plus the rule that picks which one to sample (LOD).
This pairs the two halves of one idea: a mipmap is the chain of downscaled texture images, and LOD (level-of-detail) is how the GPU decides which link in that chain fits the current surface size on screen. Together they make textures look clean at a distance and render faster, because far-away surfaces read tiny images instead of the full-resolution one.