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Issue No.04 - October-December (1998 vol.4)
pp: 317-329
ABSTRACT
<p><b>Abstract</b>—Texture mapping is a fundamental feature of computer graphics image generation. In current PC-based acceleration hardware, MIP-mapping with bilinear and trilinear filtering is a commonly used filtering technique for reducing spatial aliasing artifacts. The effectiveness of this technique in reducing image aliasing at the expense of blurring is dependent upon the MIP-map level selection and the associated calculation of screen-space to texture-space pixel scaling. This paper describes an investigation of practical methods for per-pixel and per-primitive level of detail calculation. This investigation was carried out as part of the design work for a screen-space rasterization ASIC. The implementations of several algorithms of comparable visual quality are discussed and a comparison is provided in terms of per-primitive and per-pixel computational costs.</p>
INDEX TERMS
Texture mapping, filtering, MIP-map, minification, level of detail, rasterization, interpolation.
CITATION
Jon P. Ewins, Marcus D. Waller, Martin White, Paul F. Lister, "MIP-Map Level Selection for Texture Mapping", IEEE Transactions on Visualization & Computer Graphics, vol.4, no. 4, pp. 317-329, October-December 1998, doi:10.1109/2945.765326
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