Questions tagged [mipmap]

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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 ...
5 votes
0 answers
54 views

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 ...
0 votes
0 answers
41 views

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 votes
1 answer
784 views

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 ...
1 vote
1 answer
67 views

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 ...
0 votes
1 answer
177 views

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 =...
16 votes
1 answer
5k views

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 "...
2 votes
1 answer
976 views

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 ...
0 votes
2 answers
63 views

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 ...
0 votes
1 answer
90 views

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 votes
1 answer
170 views

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 ...
4 votes
2 answers
1k views

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 '...
0 votes
1 answer
4k views

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 ...
1 vote
0 answers
531 views

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 ...
5 votes
1 answer
1k views

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 - ...
2 votes
1 answer
507 views

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): ...
6 votes
1 answer
209 views

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 ...
5 votes
0 answers
1k views

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-...
8 votes
2 answers
1k views

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 ...
1 vote
0 answers
129 views

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 ...