Domonkos, BalázsCsébfalvi, BalázsReinhard Koch and Andreas Kolb and Christof Rezk-Salama2014-02-012014-02-012010978-3-905673-79-1https://doi.org/10.2312/PE/VMV/VMV10/275-282In this paper, we thoroughly study a trilinear interpolation scheme previously proposed for the Body-Centered Cubic (BCC) lattice. We think that, up to now, this technique has not received the attention that it deserves. By a frequency-domain analysis we show that it can isotropically suppress those aliasing spectra that contribute most to the postaliasing effect. Furthermore, we present an efficient GPU implementation, which requires only six trilinear texture fetches per sample. Overall, we demonstrate that the trilinear interpolation on the BCC lattice is competitive to the linear box-spline interpolation in terms of both efficiency and image quality. As a generalization to higher-order reconstruction, we introduce DC-splines that are constructed by convolving a Discrete filter with a Continuous filter, and easy to adapt to the Face-Centered Cubic (FCC) lattice as well.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation-Display algorithms; I.4.10 [Image Processing and Computer Vision]: Image Representation- VolumetricDC-Splines: Revisiting the Trilinear Interpolation on the Body-Centered Cubic Lattice