Technique of texturing which uses one or more copies of the same texture with different resolution in order to use the appropriate one for the size of the surface to deal with. The number of versions of the same texture shows the LOD, Level of Detail.
Short for Multum in Parvum, which is Latin for 'many in one'. This is the 3D video process where many different scaled images are used for the same texture. Objects which are further away are mapped with a smaller scale texture than the images which are closer. This saves on memory bandwidth and also improves quality.
Multum in Parvam is "many in few." It stores a copy of the bitmap used as a texture in different sizes to minimize the distortion caused by shrinking or enlarging the textures during perspective correction.
In MIP mapping, a number of textures are assigned to an object depending on distance. The representation of the object becomes more detailed as the observer approaches the object.
A technique to improve graphics performance by generating and storing multiple versions of the original texture image, each with different levels of detail. The graphics processor chooses a different MIP map based on how large the object is on the screen, so that low-detail textures can be used on objects that contain only a few pixels and high-detail textures can be used on larger objects where the user will actually see the difference. This technique saves memory bandwidth and enhances performance.
A sophisticated texturing technique to ensure that 3D objects gain detail smoothly when approaching or receding. This is typically produced in two ways; per-triangle (faster) or per pixel (more accurate).
This involves storing multiple copies of texture maps (generally two or three), digitized at different resolutions. When a texture mapped polygon is smaller than the texture image itself, undesirable effects result. Mip mapping can provide a large version of a texture map for use when the object is close to the viewer, and a small version of the texture map for use when the object shrinks from view.
Mip mapping uses some clever methods to pack texture image data into memory. To use mip mapping, you provide all sizes of a texture in powers of 2 between the largest size and a 1 x 1 map. The smaller maps are typically filtered and averaged-down versions of the largest map.
A real-time rendering technique in which multiple texture maps, each with an increasing level of detail, are created for each object. Faraway objects have less-detailed texture maps than close-up objects.
Multum in Parvam literally translates to "many in few." This...