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dc.contributor.authorLin, Daqien_US
dc.contributor.authorSeiler, Larryen_US
dc.contributor.authorYuksel, Cemen_US
dc.contributor.editorBinder, Nikolaus and Ritschel, Tobiasen_US
dc.date.accessioned2021-07-05T07:42:49Z
dc.date.available2021-07-05T07:42:49Z
dc.date.issued2021
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14377
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14377
dc.description.abstractInterpolation is a core operation that has widespread use in computer graphics. Though higher-order interpolation provides better quality, linear interpolation is often preferred due to its simplicity, performance, and hardware support. We present a unified refactoring of quadratic and cubic interpolations as standard linear interpolation plus linear interpolations of higher-order terms and show how they can be applied to regular grids and (triangular/tetrahedral) simplexes Our formulations can provide significant reduction in computation cost, as compared to typical higher-order interpolations and prior approaches that utilize existing hardware linear interpolation support to achieve higher-order interpolation. In addition, our formulation allows approximating the results by dynamically skipping some higher order terms with low weights for further savings in both computation and storage. Thus, higher-order interpolation can be performed adaptively, as needed. We also describe how relatively minor modifications to existing GPU hardware could provide hardware support for quadratic and cubic interpolations using our approach for both texture filtering operations and barycentric interpolation. We present a variety of examples using triangular, rectangular, tetrahedral, and cuboidal interpolations, showing the effectiveness of our higher-order interpolations in different applications.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectGraphics processors
dc.subjectTexturing
dc.titleHardware Adaptive High-Order Interpolation for Real-Time Graphicsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersHigh-Performance Rendering
dc.description.volume40
dc.description.number8
dc.identifier.doi10.1111/cgf.14377
dc.identifier.pages1-16


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