Abstract-Texture mapping is a common technique used to increase the visual quality of 3D scenes. As texture mapping requires large memory to deal with large textures generally r e quired in the current visual systems, we propose an algorithm for compressinga pyramid texture used for mipmapping. Vector quantization is used to compress all levels of the pyramid texture to one representativevalue databook,one residualcodebook and one index map. The proposed compression scheme uses interpolative texel differencevector quantizationthat compresses the difference between the interpolated surfaces generated by the representativevalue and the correct uncompressed texels of the texture at each level.The compressed pyramid texture can be accessedrandomlyand decompressedwithoutloss of visual quality. We also propose a hardware architecture that performs the trilinear filtering with the compressed pyramid texture.