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Mipmap

A pre-computed set of progressively lower-resolution versions of a texture, used by GPUs to reduce aliasing and improve rendering performance when textures are viewed at reduced sizes.

A mipmap (from Latin "multum in parvo") is a data structure introduced by Lance Williams in 1983 that stores a texture at multiple resolution levels. Each level is half the dimensions of the previous, continuing down to 1x1.

Generated with glGenerateMipmap(GL_TEXTURE_2D) in OpenGL or GenerateMips() in DirectX. Unity and Unreal enable mipmaps by default. The trade-off: disabling saves 33% VRAM but introduces shimmer on distant surfaces.

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