Csébfalvi, BalázsGutierrez, Diego and Sheffer, Alla2018-04-142018-04-1420181467-8659http://dx.doi.org/10.1111/cgf.13375https://diglib.eg.org:443/handle/10.1111/cgf13375It is well known that cubic texture filtering can be efficiently implemented on the GPU by using a method published by Sigg and Hadwiger [SH05], which simplifies the evaluation to a linear combination of linear texture fetches. However, their method cannot be directly applied if the filter kernel takes also negative values like the popular Catmull-Rom spline, for example. In this paper, we propose a modified algorithm that is able to handle also the negative weights. Therefore, using our method, the Catmull-Rom spline interpolation can also be evaluated in one, two, and three dimensions by taking two, four, and eight linear texture fetches, respectively.Computing methodologiesImage processingTexturingVolumetric modelsFast Catmull-Rom Spline Interpolation for High-Quality Texture Sampling10.1111/cgf.13375455-462