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Mipmap
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{{short description|Memory-saving rendering technique in which resolution of farther-away images is lowered}} {{Distinguish|Minimap}} {{More citations needed|date=June 2009}} In [[computer graphics]], '''mipmaps''' (also '''MIP maps''') or '''pyramids'''<ref>{{cite web |url=https://docs.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering-with-mipmaps |title=Texture Filtering with Mipmaps (Direct3D 9)|publisher=Microsoft |work=microsoft.com}}</ref><ref>{{cite web|url=https://docs.microsoft.com/en-us/previous-versions/aa921432(v=msdn.10) |title=Texture Filtering with Mipmaps |date=April 8, 2010 |work=microsoft.com |publisher=[[Microsoft]]}}</ref><ref>{{cite web |url=https://cgl.ethz.ch/teaching/former/vc_master_06/Downloads/Mipmaps_1.pdf |title=Mipmap Texturing |access-date=December 10, 2019}}</ref> are pre-calculated, [[optimization (computer science)|optimized]] sequences of [[digital image|images]], each of which is a progressively lower [[image resolution|resolution]] representation of the previous. The height and width of each image, or level, in the mipmap is a factor of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase [[rendering (computer graphics)|rendering]] speed and reduce [[aliasing]] artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera; lower-resolution images are used as the object appears farther away. This is a more efficient way of [[Image scaling|downscaling]] a [[texture mapping|texture]] than sampling all [[texel (graphics)|texels]] in the original texture that would contribute to a screen [[pixel]]; it is faster to take a constant number of samples from the appropriately downfiltered textures. Mipmaps are widely used in 3D [[computer game]]s, [[flight simulator]]s, other 3D imaging systems for [[texture filtering]], and 2D and 3D [[geographic information system|GIS software]]. Their use is known as '''mipmapping'''. The letters ''MIP'' in the name are an acronym of the [[Latin]] phrase ''multum in parvo'', meaning "much in little".<ref name="staff">{{cite web |title=Pyramidal Parametrics |last=Williams |first=Lance |url=http://staff.cs.psu.ac.th/iew/cs344-481/p1-williams.pdf |access-date=2012-09-25 |url-status=dead |archive-url=https://web.archive.org/web/20140414134825/http://staff.cs.psu.ac.th/iew/cs344-481/p1-williams.pdf |archive-date=2014-04-14}}</ref> Since mipmaps, by definition, are [[memory management|pre-allocated]], additional [[computer data storage|storage space]] is required to take advantage of them. They are also related to [[wavelet compression]]. Mipmap textures are used in 3D scenes to decrease the time required to render a scene. They also improve [[image quality]] by reducing aliasing and [[Moiré pattern]]s that occur at large viewing distances,<ref>{{Cite web|url=https://textureingraphics.wordpress.com/what-is-texture-mapping/anti-aliasing-problem-and-mipmapping/|title=Anti-Aliasing Problem and Mipmapping|date=2011-12-13|website=textureingraphics|language=en|access-date=2019-02-21}}</ref> at the cost of [[1/4 + 1/16 + 1/64 + 1/256 + ⋯|33%]] more memory per texture.
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