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Lecture 5: Texture Mapping (82)
pinkchihua

If I am understanding this correctly, would level 0 usually be a relatively large file? Would a texture be given a lot of high res detail because it can be scaled down using filtering, but not scaled in the other direction when the image it should be applied to has more pixels?

waleedlatif1

I was confused about the point that the professor made about this occupying 1/3 the amount of space as I would've used outside of the mipmap method? To me, this seems counter-intuitive because we are computing more values than we otherwise would have, since we now have the image at level 0, 1, 2, ... with decreasing levels of detail and thus I would assume that we are actually using more space.

martinhodde

@waleedlatif1, This pyramid structure actually uses 4/3 the amount of space (i.e. an additional 1/3). The RGB illustration on the right depicts this extra third in the bottom right quadrant.

Staffyirenng

@pinkchihua -- Yes, that is good intuition. High res textures help to ensure that high resolution detail is present even when the rendering is very zoomed in, e.g. in a 3D game if the camera moves close to a surface. On the other hand, there is a memory tradeoff to storing textures at high resolution.

@martinhodde -- Yup, thank you!

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