使用均匀b样条的高效gpu纹理插值

D. Ruijters, B. H. Romeny, P. Suetens
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引用次数: 77

摘要

本文介绍了均匀b样条插值,完全包含在图形处理单元(GPU)上。这意味着CPU不需要计算任何查找表或b样条基函数。三次插值可以分解成几个线性插值[Sigg和Hadwiger 05],这些插值在GPU上是硬连线的,因此非常快。这里证明了三次b样条基函数可以在没有任何条件语句的情况下在一小段GPU代码中进行评估。源代码可在线获得。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient GPU-Based Texture Interpolation using Uniform B-Splines
This article presents uniform B-spline interpolation, completely contained on the graphics processing unit (GPU). This implies that the CPU does not need to compute any lookup tables or B-spline basis functions. The cubic interpolation can be decomposed into several linear interpolations [Sigg and Hadwiger 05], which are hard-wired on the GPU and therefore very fast. Here it is demonstrated that the cubic B-spline basis function can be evaluated in a short piece of GPU code without any conditional statements. Source code is available online.
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