Fast Catmull-Rom Spline Interpolation for High-Quality Texture Sampling
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.
BibTeX
@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}
}
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}
}