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Mipmaps are part of the vision that are used to smooth aliasing when a person is far away from an area. Examples of things that use mipmaps include grass, road, walls and many others. On a day when the weather is foggy, some of the lower res mipmapped textures would be hard to view.

In real world[edit | edit source]

Real eyes that are developed for vision always uses mipmaps to filter textures. The Accommodation process in the far distance will blur other unfocused objects and a little bit far from a specific location; the near point will look sharper depending on what location they are in. The mipmaps as used in viewing uses trilinear filtering to render the place in a higher detail.

In computer graphics[edit | edit source]

The mipmaps can also be used for textures assigned on models to speed up the rendering proccess and done the same as real life for the aliasing effect to be reduced as well as the filters. The mipmap textures are divided by 2 on downscaling for reduction of the level of detail. An example of the original texture size is 1024x1024. With mipmapping enabled, it will reduce down to sizes such as 512, 256, 128, 64, 32, 16, 8, 4, and 2. Unlike real life, mipmapping can be disabled by a specific option to disable mipmapping which will display textures in the furtherest point to look pixelated and It will lack speed on rendering and video games.

See Also[edit | edit source]

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