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

dc.contributor.authorCsébfalvi, Balázsen_US
dc.contributor.editorGutierrez, Diego and Sheffer, Allaen_US
dc.date.accessioned2018-04-14T18:25:24Z
dc.date.available2018-04-14T18:25:24Z
dc.date.issued2018
dc.description.abstractIt 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.en_US
dc.description.number2
dc.description.sectionheadersOptimized Rendering
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume37
dc.identifier.doi10.1111/cgf.13375
dc.identifier.issn1467-8659
dc.identifier.pages455-462
dc.identifier.urihttps://doi.org/10.1111/cgf.13375
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13375
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectImage processing
dc.subjectTexturing
dc.subjectVolumetric models
dc.titleFast Catmull-Rom Spline Interpolation for High-Quality Texture Samplingen_US
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