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 described by Lance Williams in a 1983 paper that stores a texture at multiple resolution levels. Each level is half the dimensions of the previous, continuing down to 1x1.

Numbers are levels

0123
Mipmap levels, each halving the side of the previous one

Generated with glGenerateMipmap(GL_TEXTURE_2D) in OpenGL or GenerateMips() in DirectX. The trade-off: disabling removes the roughly 33% memory overhead but introduces shimmer on distant surfaces.

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