It is a moiré sample attributable to aliasing. In your examples, the Moiré patterns happen when a repetitive sample of excessive spatial frequency is sampled at low decision.
Think about the Wikipedia instance reference picture:
The bricks kind a repetitive sample. As a result of there’s many bricks, the ensuing texture has a excessive spatial frequency. This is the identical picture with a diminished decision:
Decreasing the decision has lowered our pattern charge to the purpose that an apparent moirĂ© sample happens. As a result of there are fewer pixels, info has been misplaced. And since the brick texture is not completely aligned to the pixel grid, the knowledge is not misplaced evenly – some bricks lose extra pink brick pixels than their neighbors & the equally for the white mortar pixels. This places the periodic spatial sign of the brickwork out of section. The brink for this downside is decided by the Nyquist–Shannon sampling theorem.
Mipmapping can be utilized to scale back the artifacts on moirĂ© inclined textures. However in your Minecraft instance, the ‘texture’ is successfully made throughout a number of blocks, so it may well’t be mitigated by mipmaps. Spatial anti-aliasing might assist, however solely to some extent as we’re restricted by the finite nature of the display screen. Typically talking, the purpose is to get one thing that is ok via some mixture of graphics methods (to reduces the artifacts), artwork / texture selections (to keep away from error inclined visuals) and sport design (to make occurrences temporary &/or much less impactful).