My guess for why max is used is that it's better to err on the side of blurriness than aliasing.

jchen12197

I understand the logical intuition that we can find the mipmap level of a point by seeing how far away (x+1,y) and (x,y+1) are in texture space since that gives us an idea of the depth, but I don't really understand why this equation works. Why do we log L? I think what Richard said in the previous comment about using max makes sense though?

My guess for why max is used is that it's better to err on the side of blurriness than aliasing.

I understand the logical intuition that we can find the mipmap level of a point by seeing how far away (x+1,y) and (x,y+1) are in texture space since that gives us an idea of the depth, but I don't really understand why this equation works. Why do we log L? I think what Richard said in the previous comment about using max makes sense though?