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Texture minification is necessary, when a screen-space pixel covers more than one texel. In this case, these texels must be filtered, or we get aliasing(this is all related to the nyquist frequency. look that up, if unfamiliar.).
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See the image. it appears that when a flat plane is textured, then a screen-space texel will cover a texture-space quadrilateral(for curved surfaces,this is not true,but as a approximation, we say that the surface is always flat)
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to implement texture minification with a mip-map, we need to determine which textures in the mip-map chain to actually sample. at far distance, we want to sample high up in the chain, at a close distance, we need to sample down in the chain.
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sampling at mipmap texture 0 is denoted lod=0, sampling in mipmap texture 1 is lod=1, and interpolating between them fifty-fifty is lod=0.5. We now want to determine lod. high lod values allow us to filter large texture areas, which is necessary at far distances.
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"real-time rendering" says that this is a common solution:Calculate the screen-space derivatives of the uv-coords. These describe a parallelogram which approximates the quadrilateral. We now simply use the longest side of this parallelogram to calculate the lod.
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This is the method used in the video. it works better than the other two approaches I tried. although it doesnt quite match the result we get from the trilinearily interpolated value we get from the hardware though...
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