dc.contributor.author | Csébfalvi, Balázs | en_US |
dc.contributor.editor | Gutierrez, Diego and Sheffer, Alla | en_US |
dc.date.accessioned | 2018-04-14T18:25:24Z | |
dc.date.available | 2018-04-14T18:25:24Z | |
dc.date.issued | 2018 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.13375 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf13375 | |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | Computing methodologies | |
dc.subject | Image processing | |
dc.subject | Texturing | |
dc.subject | Volumetric models | |
dc.title | Fast Catmull-Rom Spline Interpolation for High-Quality Texture Sampling | en_US |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.sectionheaders | Optimized Rendering | |
dc.description.volume | 37 | |
dc.description.number | 2 | |
dc.identifier.doi | 10.1111/cgf.13375 | |
dc.identifier.pages | 455-462 | |