Third-Order Texture Filtering using Linear Interpolation

A straightfoward implementation of bi- or tricubic texture filtering requires lots of texture lookups. As texture lookups are slow on current graphics hardware, reducing their number greatly improves the performance of high-order filtering kernels. In contrast, linear interpolation is relatively cheap as it is supported by the hardware. This fact has been exploited by SiggContinue reading “Third-Order Texture Filtering using Linear Interpolation”