What are Mipmaps? Texture Filtering in GLSL [Shaders Monthly #6]

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In Episode #6 of Shaders Monthly, we talk about mipmaps and how they are used for texture filtering in computer graphics. Furthermore, we will demonstrate the implementation in GLSL.

1) Magnification Filter

2) TextureLod

3) Mipmaps

More information by NVIDIA on mipmap creation for non-power-of-two textures:

Documentation for the shader plugin node of the GSN Composer:

Additional lecture slides:

00:00 Introduction
00:20 What are Mipmaps?
01:21 Multum in parvo
02:17 Mipmap Generation
03:48 Mipmaps for Texture Mapping
05:33 Magnification and Minification Filter
06:06 Nearest-Neighbor Interpolation
06:56 Bilinear Interpolation
10:12 GLSL implementation: Magnification Filter
15:59 GLSL implementation: TextureLod
18:25 GLSL implementation: Mipmaps

Music: Left U Into - Otis McDonald (YouTube Audio Library)
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These videos are by far the most in-depth and practical resource out there for game engine developers

StarContract
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You are SO UNDERRATED my friend. Stay motivated!

athirstyguy
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These series are pure gold. Thank you sir for provision of such a great exemplification!

antontretyakov
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Thank you! It's really informative

Katlex_threejs
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It's not clear to me why we getting noise effect on 19:38, is that because the result pixel color is the nearest of four texels, and due to plane rotation and thus perspective interpolation the texture coordinate is varying in time, and amount of the texel also probably varying, thus resulting in different result color in time? Can you pls eleborate why that happens)

rouchy_
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So, it is useful so that if i have a far object doesnt use the original texture but something with lower resolution and so save memory?

starbuck