What’s a MIP Map?

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MIP maps are texture maps used in 3D graphics to create less detailed textures for distant objects, reducing workload on computers. MIP maps are created by halving the resolution of the original image to create smaller images. The term “MIP map” comes from the Latin phrase multum in parvo. This process helps reduce the moiré pattern often seen in video applications and early 3D animation.

A MIP map is a type of texture map used in three-dimensional (3D) computer graphics for use in applications such as video games and simulators. MIP maps are used to create less detailed textures for objects in 3D space, to allow for easier rendering of distant objects with less detail. These MIP maps are typically referred to as “layers” with a high resolution original image considered to be level 0, the next lower quality map is level 1, the next lower quality map is level 2, and so on. A MIP map system is often used to reduce the workload on computers and other graphics renderers as large 3D scenes are displayed in a game or other application.

The origin of the term “MIP map” comes from an acronym of the Latin phrase multum in parvo, which roughly translates to “a lot in a small space”. This refers to the overall MIP map file which typically includes the original high resolution texture map and also the collected MIP maps of that image. Smaller MIP maps are typically created by halving the resolution of the original image, then halving each MIP map to subsequently create smaller images. For example, a texture map might have a resolution of 256×256, referring to the number of pixels or image elements that make up the length and width of the image; this image would be applied to an object in 3D animation to give it a realistic look.

The level 1 MIP map for this texture would likely be scaled down from that original image to 128×128, retaining all of the original image information but reducing the quality and detail levels. Continuing with this example, the layer 2 MIP map would be 64×64, layer 3 would be 32×32, then 16×16, 8×8, 4×4, and finally 2×2. Anything smaller than this layer would be a single pixel and not very useful for rendering. When a user plays a video game or similar application and an object is first viewed, they will likely use one of the lowest resolutions, replacing the texture map with higher and higher resolutions as the player gets closer to the object .

This process also helps reduce the moiré pattern often seen in video applications and early 3D animation. This pattern occurs when a distant object in a game has more texture pixels than there are effective pixels to display the image. When this happens, the resulting distant images become jagged and jittery as the image data is lost and cannot be viewed. By using lower resolution textures, the distant object can have fewer texture pixels than the displayed pixels and display a lower quality but full image.




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