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<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>
Texture mapping, filtering, MIP-map, minification, level of detail, rasterization, interpolation.

P. F. Lister, J. P. Ewins, M. White and M. D. Waller, "MIP-Map Level Selection for Texture Mapping," in IEEE Transactions on Visualization & Computer Graphics, vol. 4, no. , pp. 317-329, 1998.
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