In
3D computer graphics,
mipmaps (also
MIP maps) are pre-calculated,
optimized sequences of textures, each of which is a progressively lower resolution representation of the same image. The instances resolution of definition. The height and width of each image, or level, in the mipmap is a power of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase rendering speed and reduce
aliasing artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera. Lower-resolution images are used as the object appears farther away. This is a more efficient way of downfiltering (
minifying) a texture than sampling all texels in the original texture that would contribute to a screen pixel; it is faster to take a constant number of samples from the appropriately downfiltered textures. Mipmaps are widely used in 3D
computer games,
flight simulators and other 3D imaging systems for
texture filtering. Their use is known as
mipmapping. The letters "MIP" in the name are an acronym of the
Latin phrase
multum in parvo, meaning "much in little". Since mipmaps, by definition, are pre-allocated, additional storage space is required to take advantage of them. They are also related to
wavelet compression. Mipmap textures are used in 3D scenes to decrease the time required to render a scene. They also improve the scene's realism, at the cost of 1/3 more memory per texture.