Mipmap selection in too much detail

In this post, I want to shed some light on something I’ve been wondering about for a while: How exactly are mipmap levels selected when sampling textures on the GPU? If you already know what mipmapping is, why we use it, and what pixel derivatives (ddx() / ddy()) are, you can skip to the section Derivatives to mipmap levels. The post does, however, assume some knowledge of graphics programming.

pema.dev

Some experiments with complex logarithm applied to coordinates before looking up a texture. Needs some more work, see image descriptions for details.

#OpenGL #GLSL #Shader #Mipmaps #Gamma #sRGB #Drawing #Zoom