Factbites
 Where results make sense
About us   |   Why use us?   |   Reviews   |   PR   |   Contact us  

Topic: Mipmap


Related Topics

In the News (Fri 17 Feb 12)

  
  Mipmap - Wikipedia, the free encyclopedia
An example of mipmap image storage: the principal image on the left is accompanied by filtered copies of reduced size.
The increase in storage space required for all of these mipmaps is a third of the original texture, because the sum of the areas 1/4 + 1/16 + 1/256 +...
Mipmapping was invented by Lance Williams in 1983 and is described in his paper Pyramidal parametrics.
en.wikipedia.org /wiki/Mipmap   (713 words)

  
 UnrealWiki: MipMap
The engine uses MipMaps to reduce jitter on textured surfaces when they're viewed from a distance; this process is called bilinear filtering.
Mipmaps should never be created for any texture that is going to be used for anything Interface-related.
Mipmaps are purely aesthetic in their nature, so a good rule of thumb would be: If you can't see it in-game, it doesn't need mipmaps (excepting Interface content as mentioned above of course).
wiki.beyondunreal.com /wiki/MipMap   (368 words)

  
 Best Settings   (Site not responding. Last check: 2007-11-04)
I've also received a lot of feedback that there is a large variability in mipmap effects depending on the type of video card and drivers.
As the distance to a mipmap sprite increases, the edges around the mask darken, forming a fl outline around the edges of the plants.
So far, there seems to be no way to disable mipmap on textures that are applied as an action command or to terrain textures.
leaves.cotarr.com /mipmap.html   (484 words)

  
 GLTEXPARAMETER(3G) manual page
Each subsequent mipmap has dimensions $2 sup { k - 1 } ~times~ 2 sup { l - 1 }$, where $2 sup k ~times~ 2 sup l$ are the dimensions of the previous mipmap, until either $k ~=~ 0$ or $l~=~0$.
Chooses the mipmap that most closely matches the size of the pixel being textured and uses the GL_LINEAR criterion (a weighted average of the four texture elements that are closest to the center of the pixel) to produce a texture value.
Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the GL_LINEAR criterion (a weighted average of the four texture elements that are closest to the center of the pixel) to produce a texture value from each mipmap.
www.xfree86.org /4.4.0/glTexParameter.3.html   (1241 words)

  
 MODSonline.com -
A mipmap is a sequence of textures, each of which is a progressively lower resolution representation of the same image.
A high-resolution mipmap image is used for objects that are close to the user.
Mipmapping improves the quality of rendered textures at the expense of using more memory.
www.modsonline.com /Tutorials-read-101.html   (304 words)

  
 OGRE Manual v1.2.0 ('Dagon'): Textures
Mipmaps for this texture will be automatically generated by the graphics hardware.
For cubemap textures it identifies the face to use, which is one of the cube faces described in See section 5.8.3 Texture Types.
mipmap is zero for the zeroth mipmap level, one for the first mipmap level, and so on.
www.ogre3d.org /docs/manual/manual_56.html   (401 words)

  
 Tile-Based Texture Mapping on Graphics Hardware   (Site not responding. Last check: 2007-11-04)
However, the filtering is obviously incorrect except at the finest mipmap level.
So, the correctness of our mipmap filtering depends on how many layers of texels are continuous at tile borders.
Another incorrectness of our mipmap filtering is that we cannot build the mipmap all the way to the lowest resolution for the output virtual texture, since the lowest resolution mipmap level is determined by the input packing.
graphics.stanford.edu /papers/tile_mapping_gh2004   (362 words)

  
 Mipmapping
A mipmap is an ordered set of arrays representing the same image; each array has a resolution lower than the previous one.
Each array in a mipmap is transmitted to the GL using TexImage2D  or TexImage1D ; the array being set is indicated with the level-of-detail argument.
The mipmap is used in conjunction with the level of detail to approximate the application of an appropriately filtered texture to a fragment.
www.opengl.org /documentation/specs/version1.1/glspec1.1/node84.html   (370 words)

  
 OpenGL 1.1 Reference: glTexParameter
Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the
criterion (a weighted average of the four texture elements that are closest to the center of the pixel) to produce a texture value from each mipmap.
) do not follow the proper sequence for mipmaps (described above), or there are fewer texture images defined than are needed, or the set of texture images have differing numbers of texture components, then it is as if texture mapping were disabled.
www.talisman.org /opengl-1.1/Reference/glTexParameter.html   (1098 words)

  
 Different filtering methods - Beyond3D Forum   (Site not responding. Last check: 2007-11-04)
Of course under real-world conditions the mipmap selection algorithm is much more complicated, as it needs to take into account distance from the viewer and the angle in viewspace.
Trilinear uses the same mipmap selection algorithm as bilinear, except it samples from the two closest-sized mipmaps on either side, instead of just the closest one.
However, this is assuming all mipmap levels appear in the same quantity throughout the scene (i.e.
www.beyond3d.com /forum/showthread.php?t=5666   (3329 words)

  
 MipMap - VRML extensions - Cortona VRML Client - products - developer zone - ParallelGraphics (a 3D VRML company)
The MipMap node specifies a set of texture nodes containing low- and high-resolution versions of the same texture to be used for texturing geometry.
In most cases, it is recommended to use automatic mip-mapping that can be enabled through the Use textures mip-mapping renderer option in Cortona.
If automatic mip-mapping does not give the desired effect, the MipMap node should be used.
www.parallelgraphics.com /developer/products/cortona/extensions/mipmap   (228 words)

  
 [No title]   (Site not responding. Last check: 2007-11-04)
// The easy case for mipmapping is when both dimensions are > 1.
// If you start non-square, though, eventually you get to the point // where you have, say, a 1x16 mipmap level, and the next one down // is 1x8.
At that point, you're no longer mapping a 2x2 square to // the next mipmap; instead you're mapping a 1x2 or 2x1 rectangle.
nothings.org /remote/mipmap.txt   (65 words)

  
 [No title]
Automatic mipmap generation is particularly useful when texture images are being provided as a video stream.
The internal formats and border widths of the derived mipmap arrays all match those of the base array, and the dimensions of the derived arrays follow the requirements described in the Mipmapping section of the GL Specification.
The result is that the set of mipmap arrays is complete as defined by the GL Specification.
oss.sgi.com /projects/ogl-sample/registry/SGIS/generate_mipmap.txt   (534 words)

  
 OFPN: Texture Tool
Please be aware that bit depth of the exported texture may be lower than bit depth of your source image.
During the export all mipmap levels of the texture will be created automatically.
Higher resolution textures are fully supported by TexView tool and Flashpoint can work with them but it will always force to use 256 x 256 mipmap (maybe this will be changed in some future version of the game exe).
www.3dactionplanet.com /flashpoint/textinfo.html   (499 words)

  
 Ogre Forums :: View topic - Mipmap transition distance.
However, I can't for the life of me figure out how to get the mipmapping transitions to occur further away either through the api docs or the trusty forum search.
Therefore the larger the area that the texture is stretched over, the further away the geometry can be before a mipmap transition happens.
So basically, Mipmap lod bias is exactly what I want to change, and it seems to have been done before.
www.ogre3d.org /phpBB2/viewtopic.php?p=109026   (567 words)

  
 Tweaking the MIPMAP lod bias: WHICH TOOL? (i know many of u want this too) - Rage3D Discussion Area
I was an nvidia user for 2 years and now i've bought a 9800 pro.
But now I cant seem to tweak the mipmap LOD bias anymore in all the tweakers i've tried (rage3d).
Yes, i know there's a "Mipmap detail" setting in the official catalyst settings, but even at highest setting it doesnt look good enough compared to when i used the nvidia card.
www.rage3d.com /board/showthread.php?t=33779831   (218 words)

  
 MipMapping in 3dsmax
Notice that in the close-up area, the central fl line is perfectly smooth on both sides (compare to Nearest/None!), but as it gets farther, it gets unprecise.
This is a perfect demonstration of pure mipmapping without any interpolation.
The texels are linearly interpolated inside a mipmap level texture with the same resolution, AND between texture resolution levels, giving a blur in both the horizontal and vertical direction.
www.scriptspot.com /bobo/stuff/cgtalk/mipmap   (331 words)

  
 DriverHeaven.net - Mipmap adjustment
I was wondering if there is a command for ATI cards for Mipmap LOD Bias (OpenGL) like on nVidia with Rivatuner.
I used to set my mipmap setting into the negative (sometimes -3.0 on one map) to really help see through certain textures from a distance on certain maps
Well I know that the Q3 engine and most games running off that engine have the command 'r_lodbias (0, 1, or 2)', with 0 being the best quality.
www.driverheaven.net /showthread.php?t=48568   (645 words)

  
 Accessing mipmap memory - GameDev.Net Discussion Forums   (Site not responding. Last check: 2007-11-04)
Home » Community » Forums » DirectX » Accessing mipmap memory
was a blank MIPMAP (all bits in it are zero).
Hello flip_mo_kid, I was about to get the GPU generate MIPMAP for me too, until
www.gamedev.net /community/forums/topic.asp?topic_id=321181   (537 words)

  
 My little app to show off effectiveness of mipmap filtering. - Beyond3D Forum   (Site not responding. Last check: 2007-11-04)
My little app to show off effectiveness of mipmap filtering.
This app has a very heavy LOD applied to it so to show the mipmap transistion nicely on screen.
Re: My little app to show off effectiveness of mipmap filter
www.beyond3d.com /forum/showthread.php?t=10972   (294 words)

  
 DriverHeaven 9800 Pro REVIEW
P4 Reference system : I can give a visualisation of the aforementioned "CPU" bottleneck comparing the benchmarks I ran above on a clean SP1 XP operating system with these below that ATI supplied which they ran on the following system:
The score is a geometric mean of those three resolutions called the Codecreatures number.
(high quality texture preference and mipmap detail levels)
www.driverheaven.net /reviews/r350/index5.htm   (426 words)

  
 New 8500 GTA3 problem: textures missing/mipmap glitch? (screenshots included) - Rage3D Discussion Area
The shots below show the condition appearing both at nighttime, and during daylight.
Looks like a mipmapping issue to me. Anybody else seeing this?
I'm a little spooked that the first game I've tried has issues.
www.rage3d.com /board/showthread.php?t=33620506   (1120 words)

  
 nV News - BFG Technologies ASYLUM GeForce FX 5700 Ultra Review - Page 7 Of 9
However, I really couldn't find anything that I felt was noticeable at all.
Of course, the MipMap images do show some obvious differences but overall even those appeared to be equivalents overall.
NOTE: There will be slight variations in the angle of the captures at times.
www.nvnews.net /reviews/bfg_geforce_fx_5700_ultra/page_7.shtml   (260 words)

  
 Odd problem with morphs - NewTek Discussions
Has anything changed in LW8 with the way it handles morphs?
Last edited by Mipmap : 06-08-2004 at 08:22 PM.
I've tried deleting and redoing the morph several times with no luck, then it was with this separate arm that I did to test with that I ran into the problem of Layout never finding the new morphs.
www.newtek.com /forums/showthread.php?t=24253   (1001 words)

  
 (WO 03/054796) IMAGE RENDERING APPARATUS AND METHOD USING MIPMAP TEXTURE MAPPING [Repub: 06.11.2003]   (Site not responding. Last check: 2007-11-04)
(WO 03/054796) IMAGE RENDERING APPARATUS AND METHOD USING MIPMAP TEXTURE MAPPING [Repub: 06.11.2003]
IMAGE RENDERING APPARATUS AND METHOD USING MIPMAP TEXTURE MAPPING
A combination of the advantages of 3D mipmapping and 4D mipmapping is achieved according to the invention by: storing texture maps in 3D mipmap format, reconstructing at least part of a 4D mipmap from said 3D mipmap on-the-fly, and mapping texture data from said 4D mipmap to corresponding pixel data defining said display image.
www.wipo.int /ipdl/IPDL-CIMAGES/view/pct/getbykey5?KEY=03/54796.031106   (152 words)

Try your search on: Qwika (all wikis)

Factbites
  About us   |   Why use us?   |   Reviews   |   Press   |   Contact us  
Copyright © 2005-2007 www.factbites.com Usage implies agreement with terms.