For MIP Mapping we have terms and definitions in 2 topics. The topics are Computer Graphics and Real Time 3D.

Multum in Parvum (Latin) means 'many in one'. A method of increasing the quality of a texture map by applying different-resolution texture maps for different objects in the same image, depending on their size and depth. If a texture-mapped polygon is smaller than the texture image itself, the texture map will be undersampled during rasterization. As a result, the texture mapping will be noisy and 'sparkly'. The purpose of MIP mapping is to remove this effect.
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A form of texture filtering. Prove me wrong, but I think the Latin phrase it comes from is "Multi In Parvum" which means roughly "many parts." When viewing a distant texture-mapped object in RT3D, many texels make up each pixel seen on the screen. The most common texture filtering technique is called point sampling, which often causes the textures to appear aliased or distorted. Mip-mapping solves that problem by creating ahead of time several different detail levels for each texture, called MIP-maps. It then accesses the appropriate level according to the object's distance from the camera. For example, for a texture image which is 16x16 texels, an engine that uses MIP mapping will create three more MIP-maps at lower resolutions, 8x8, 4x4, 2x2. There are two main methods of MIP mapping: bilinear filtering and trilinear filtering. If your engine supports MIP mapping, you should be careful with your mapping coordinates and tiling.
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