Is something besides a MIP map used in a moving scene like a video game? Otherwise, would we potentially have to recompute MIP maps for every possible angle we're viewing the scene from?
There is a geometric series in the size of the mipmaps
If we use Mipmap to store RGBA values, the storage overhead should be smaller. Would this make it a better map?
If abused, would this storage overhead be more of a constraint than raw computation? For some specialized (ASIC) hardware the memory overhead is much worse than just recomputing values.
How to store Mipmap in a concise manner?