Lecture 5: Texture Mapping (67)

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?

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