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Bet you didn't know...

Posted:
Sun Aug 21, 2005 10:40 pm
by Wing Nut
MIP Mapping - MIP Mapping is an approach to texture mapping in which an original high-resolution texture map is scaled and filtered into multiple resolutions before it is applied to a surface. (MIP stands for the Latin multim im parvo, meaning "many things in a small space.") When a MIP Mapped texture is used in 3D rendering or real-time 3D displays, the texture can appear in full detail if it is seen in a close-up, or can be rendered quickly and smoothly from a lower MIP level when the object appears smaller or further away. MIP mapping saves processor time and improves anti-aliasing by allowing the computer to start with pre-filtered, pre-scaled textures at the most appropriate resolution for each frame. Usually, powers of 2 are used for the MIP Map levels, such that if the highest resolution were 1024x1024, the next levels would be 512x512, 256x256, 128x128, sometimes all the way down to 8x8 or 1x1 images.
Re: Bet you didn't know...

Posted:
Mon Aug 22, 2005 2:33 am
by Staiduk
(Raises hand)
Mr. Kevin; will there be a test later?

Re: Bet you didn't know...

Posted:
Mon Aug 22, 2005 2:34 am
by Staiduk
(J/K - I've always wondered about MIP - thanks for the info.

)
Re: Bet you didn't know...

Posted:
Mon Aug 22, 2005 3:17 am
by commoner
..lol... Careful Kevin..........
Re: Bet you didn't know...

Posted:
Mon Aug 22, 2005 3:27 am
by Hagar
Apart from the derivation of the name MIP I did know that. FS master graphics wizard Martin Wright explained it to me when CFS2 was first released.
When a MIP Mapped texture is used in 3D rendering or real-time 3D displays, the texture can appear in full detail if it is seen in a close-up, or can be rendered quickly and smoothly from a lower MIP level when the object appears smaller or further away
The multi-LOD (LOD = Level of Detail) model principle works in much the same way. Combine a multi-LOD model with Mip-Mapped textures for the best possible frame rates.
Re: Bet you didn't know...

Posted:
Tue Aug 23, 2005 5:58 am
by RHeite
How do you know about Big Brother...
Simply put...it makes things look pretty up close, but at a distance, you don't get the same detail as you would be up close, so your preformance doesn't suffer.
Re: Bet you didn't know...

Posted:
Tue Aug 23, 2005 7:27 am
by beaky
I get it, but what I still don't understand is exactly how that relates to the MIPmapping setting in FS9 (will the higher number inhibit framerates?), and the "force MIPmaps" option on my nVidia card (if that's enabled, should the FS9 setting be lower?)... I've heard contradictory advice as to what settings produce the best compromise between quality and performance.
Any thoughts, oh guru? ;D
Re: Bet you didn't know...

Posted:
Tue Aug 23, 2005 9:04 am
by Wing Nut
Re: Bet you didn't know...

Posted:
Tue Aug 23, 2005 5:53 pm
by wji
"Mr. Kevin; will there be a test later?"
I don't know for sure but I'm taking notes just in case. :-)
Re: Bet you didn't know...

Posted:
Tue Aug 23, 2005 6:37 pm
by Jared
Oh great School starts early for the bad people? Crap! LOL....
Re: Bet you didn't know...

Posted:
Tue Aug 23, 2005 9:20 pm
by beaky
Owww.... my poor head!! Greek symbols.... no!!! I am in awe of the beauty of mathematics, but it just won't stick, half the time. I blame my many boring math teachers in grade school...
Fascinating stuff, but I'm just trying to figure out where to set the sliders.
Guss it's time for some good old-fashioned experimentation...

Re: Bet you didn't know...

Posted:
Tue Aug 23, 2005 9:26 pm
by alrot
This is the way,this page should be,i didn't knew that (as many other things still)thanks Professor Kevin ;)
Re: Bet you didn't know...

Posted:
Tue Aug 23, 2005 10:09 pm
by Katahu
There is an entry buried somewhere in the FS9.cfg file. It should say something like Enable_Auto_LOD = X (x meaning either a zero or a one).
That's a brilliant idea for frame rate salvation. I'll see if I can impriment that into my Chevy.
Re: Bet you didn't know...

Posted:
Thu Aug 25, 2005 1:11 pm
by z1010
Kevin is right: I didn't know.
so: MIP-mapping on saves processor time - we had better put it 'on'.
oke.
Re: Bet you didn't know...

Posted:
Thu Aug 25, 2005 10:02 pm
by Pc-Shark
MIP Mapping - MIP Mapping is an approach to texture mapping in which an original high-resolution texture map is scaled and filtered into multiple resolutions before it is applied to a surface. (MIP stands for the Latin multim im parvo, meaning "many things in a small space.") When a MIP Mapped texture is used in 3D rendering or real-time 3D displays, the texture can appear in full detail if it is seen in a close-up, or can be rendered quickly and smoothly from a lower MIP level when the object appears smaller or further away. MIP mapping saves processor time and improves anti-aliasing by allowing the computer to start with pre-filtered, pre-scaled textures at the most appropriate resolution for each frame. Usually, powers of 2 are used for the MIP Map levels, such that if the highest resolution were 1024x1024, the next levels would be 512x512, 256x256, 128x128, sometimes all the way down to 8x8 or 1x1 images.
Thanks Kevin, Now I feel special cause I am one of few that actully knew what mip mapping is & it's purpose.
