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zhouwen

Summary of the examples taught in class: L = 1 is good and we can just use the original texture map; L = 2 means adjacent points on the screen are separated by 2 pixels on the texture map, and thus the half resolution texture map should be used.

kencheng

We use ceiling for the mip-map, since we would rather have smaller texture density, right?

jballouz

Nice! so this is how we calculate the distance L that we use for trilinear interpolation

tulum

Just to note, d starts from $0 = log_2 1$