Issue No. 04 - October-December (1998 vol. 4)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/2945.765326
<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.
Paul F. Lister, Jon P. Ewins, Martin White, Marcus D. Waller, "MIP-Map Level Selection for Texture Mapping", IEEE Transactions on Visualization & Computer Graphics, vol. 4, no. , pp. 317-329, October-December 1998, doi:10.1109/2945.765326