Silhouette Maps for Improved Texture Magnification

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So now we know what corners to use in the interpolation, but we now need to implement the actual filtering. Because we want to implement this in hardware (which has a bilinear interpolation function built-in), we seek to find a way to express the 1-corner, 2-corner, 3-corner and 4-corner filtering cases all in terms of a bilinear interpolation function.

The four corner case is trivial, because we see that it's already a standard bilinear interpolation.

As presented at SIGGRAPH/EUROGRAPHICS Graphics Hardware 2004
by Pradeep Sen on August 30, 2004