Questions tagged [mipmap]
The mipmap tag has no usage guidance.
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Vulkan: Compressed image formats and mipmapping
I am currently grappling with the computation of mipmaps for block compressed formats (BC7) in Vulkan. The limitation with these formats is that the size of the block compressed texture needs to be a ...
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Facetted look when using SampleBias
I am writing a simple material system for a game.
Each material can have a specular value (phong) that is translated into "smoothness" via environment map.
Similar to PBR, I compute a ...
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Opengl binding different mipmap levels of same texture2darray for use in compute shader. How to handle variable nr of levels?
So I want to make a compute shader that uses a coarse-to-fine approach.
As I have learned about open gl mipmap levels it seems they could be very useful.
However the only binding method which I have ...
6
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OpenGL: read texture mipmap level 0 and render to same texture mipmap level 1
I am trying to generate mipmaps, which are based on depthbuffer values. To generate the next mipmap level, I am trying to read in the 4 pixels of the upper mipmap level per pixel. Unlike the usual ...
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Why does mipmapping separate out the RGB channels?
I'm trying to understand mipmapping.
It makes sense that you would have many pictures of your textures at different resolutions, and use the closest ones in size to what you need in order to avoid ...
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177
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How is mipmap level used mathemetically in image sampling?
I am trying to simulate the behavior of "texelFetch()" and so far I've understood the following:
If "gvec4 texelFetch(gsampler3D sampler, ivec3 P, int lod)" is given then :
result =...
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How are mipmap levels computed in Metal?
My question is specifically in regards to Metal, since I don't know if the answer would change for another API.
What I believe I understand so far is this:
A mipmapped texture has precomputed "...
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1
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Calculating maximum number of mipmap levels for OpenGL automatic mipmap storage generation
Using
glTexStorage2D(GL_TEXTURE_2D, num_mipmaps, GL_RGBA8, width, height);
followed by
...
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2
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63
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Space efficient storage/compression of multiple scaled values (mip maps)
Because scaling operations are prohibitively expensive in my current rendering stack, I have to pre-render my images in all desired sizes and cache the result on disk. At the moment, I do this by ...
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90
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Level of detail passed from vertex shader to fragment shader
I am looking at a sample code from a respected source and the mipmap level-of-detail parameter (float) is passed to the vertex shader as a uniform which then passes to the fragment shader without ...
2
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170
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2D array texture with different filtering setting per texture?
Currently I have textures which need GL_NEAREST and some other need GL_LINEAR in the same texture2dArray. In the shader I perform a manual GL_NEAREST lookup via textureFetch().
To avoid this my ...
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MipMaps for Signed Distance Field
Is there some algorithm that keeps details when creating mipMaps for SDF?
For example group of 4 pixels when only one is above threshold will lose this pixel with bilinear and creating mipMaps with '...
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What is mipmapping?
I know OpenGL likes the texel resolution of textures be some power of 2 in each direction because of mipmapping. (They say that this is not a totally stringent condition, but it is preferred)
Can ...
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Generating Mip Maps For A Cube Map
Let's say I have a cube map that has a resolution of 256x256 for each face and I want to generate mip maps for it using a box filter.
It's tempting to just mip each face individually, cutting the ...
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Kaiser windowed sinc filter for mip mapping
These older but informative article talks about how a Kaiser windowed sinc filter is a good way to generate mips.
The Inner Product - Mipmapping - Part 1 | Jonathan Blow
The Inner Product - ...
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507
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Mipmap sampler in Metal compute kernel (not vertex or fragment shader)
I have a source texture (480x480) that was created with mipmapped set to true (error checking removed to simply this post), and a dest texture (100x100):
...
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Is it possible to directly generate mipmap levels of perlin noise?
Say I'm generating some texture using perlin noise (or simplex noise, or any similar noise). Then I generate mipmaps to obtain minified versions of that texture...
My question is if it is possible to ...
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Cascaded shadow maps. Seams between cascades
I implemented cascaded shadow maps, where shadow maps for each cascade is rendered to one canvas:
The light projections for each cascade are calculated from the bounding spheres of camera sub-...
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Help me grasp Anisotropic Filtering (AF)
Lately I've been reading about texture filtering, namely Nearest-neighbor filtering, Bilinear filtering, Trilinear filtering, Anisotropic filtering, MIP maps, RIP Maps and so on.
From a high-level ...
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Rounding rules for mip level with point sampling
In shaders, when using SampleLevel intrinsic, if we pass 0.5 in the mip level parameter, and the sampler is a ...