Fast Catmull-Rom Spline Interpolation for High-Quality Texture Sampling

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Date
2018
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Publisher
The Eurographics Association and John Wiley & Sons Ltd.
Abstract
It 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.
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@article{
10.1111:cgf.13375
, journal = {Computer Graphics Forum}, title = {{
Fast Catmull-Rom Spline Interpolation for High-Quality Texture Sampling
}}, author = {
Csébfalvi, Balázs
}, year = {
2018
}, publisher = {
The Eurographics Association and John Wiley & Sons Ltd.
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.13375
} }
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