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
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.
We use ceiling for the mip-map, since we would rather have smaller texture density, right?
Nice! so this is how we calculate the distance L that we use for trilinear interpolation
Just to note, d starts from $0 = log_2 1$