22
votes
Accepted
How are mipmap levels computed in Metal?
Mip selection is pretty well standardized across devices today—with the exception of some of the nitty-gritty details of anisotropic filtering, which is still up to the individual GPU manufacturers to ...
12
votes
Accepted
Help me grasp Anisotropic Filtering (AF)
To understand the nature of anisotropic filtering, you need to have a firm understanding of what texture mapping really means.
The term "texture mapping" means to assign positions on an object to ...
8
votes
Accepted
Is it possible to directly generate mipmap levels of perlin noise?
I would say yes with a small asterisk.
When generating a perlin noise texture, using multiple of octaves of noise like you are talking about, the point of adding higher octaves (higher frequency ...
4
votes
Help me grasp Anisotropic Filtering (AF)
A few points that you probably already know, but that I just want to put out there for others reading this. Filtering in this case refers to low-pass filtering like you might get from a Gaussian Blur ...
4
votes
Accepted
Kaiser windowed sinc filter for mip mapping
I was curious so I tried it. I used the Kaiser Window from Wikipedia: $\frac{I_0\left(\alpha\sqrt{1-x^2}\right)}{I_0\left(\alpha\right)}$
This page has a slightly different formulation using $\pi\...
4
votes
Accepted
OpenGL: read texture mipmap level 0 and render to same texture mipmap level 1
This is possible with only a single framebuffer and a single texture (with mips).
To select the mip level to render to, you can use glFramebufferTexture2D, as in ...
3
votes
Accepted
Why does mipmapping separate out the RGB channels?
Re separating RGB, I guess you are referring to Lance Williams' "Pyramidal Parametrics" paper.
I suspect he did it that way to fit in with the graphics system he had, but on modern GPUs (at ...
3
votes
Accepted
2D array texture with different filtering setting per texture?
Array textures do not contain textures; they are a single texture that contains a number of images, with each image being of the same size, format, mipmap depth, etc.
As such, the sampling parameters ...
3
votes
Accepted
MipMaps for Signed Distance Field
When you are making an SDF, you commonly have infinitely detailed data (like, bezier curves making up a letter) that you are making into an SDF image of a specific size.
If you make one that is 64x64,...
2
votes
Mipmap sampler in Metal compute kernel (not vertex or fragment shader)
You havent' set the mipFilter property for your samplerDescriptor. The default value for ...
2
votes
MipMaps for Signed Distance Field
From what I've found, signed distance fields are not suited for minification (drawing the text on fewer pixels on screen than it covers in the texture), no matter how you mip-map them. Their main use ...
1
vote
Accepted
How is mipmap level used mathemetically in image sampling?
texelFetch doesn't do any computations. The texture coordinates are in integer texels in texel space. That represents the exact texel you're asking for. The same ...
1
vote
Accepted
Calculating maximum number of mipmap levels for OpenGL automatic mipmap storage generation
As you surmised, the minimum dimension is 1, and for non-square images the smaller dimension will remain 1 until we get all the way down to 1x1.
I make the count of mip levels to be $\lfloor \log_2(\...
1
vote
Accepted
Level of detail passed from vertex shader to fragment shader
Passing interpolated values that don't produce any result(other then the original value) is a waste of bandwidth and yes, it should be passed directly to the fragment shader in those cases. Point it ...
1
vote
Space efficient storage/compression of multiple scaled values (mip maps)
However, this gets fairly large quickly and I'd like to know whether there is a possibility to take advantage of the fact that all these images are basically showing the same content.
There is. It's ...
1
vote
Accepted
What is mipmapping?
Mipmapping is a pre-computed texture scheme that tries to solve the problem of texturemap aliasing. When a screen pixel from a textured polygon covers many texture pixels, the pixel should be sampled ...
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