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> Let’s now define bilinear interpolation for a quadrilateral exactly the same way, except that instead of four texel colors, we’ll have the four vertices of th
by vanderZwan 8y ago
> Let’s now define bilinear interpolation for a quadrilateral exactly the same way, except that instead of four texel colors, we’ll have the four vertices of the quad.
This sounds so ridiculously obvious when reading it that I would be surprised if nobody thought of working this out before. Or is the GPU code really difficult to work out compared to how simple the conceptual approach is?
> By the way, the fact that bilinear interpolation creates quadratic splines along diagonals can be exploited to evaluate splines in a GPU texture unit.
That also sounds very interesting!