Tri-cubic and hybrid interpolation in a 3D texture shader
A consecutive set of data points, P1, P2, P3, and P4, is selected. A first line is created through P1 and P3. A first tangent vector originating at P2, parallel to the first line, is created. A second line through P2 and P4 is created. A second tangent vector through P3 is created. The second tangen...
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Zusammenfassung: | A consecutive set of data points, P1, P2, P3, and P4, is selected. A first line is created through P1 and P3. A first tangent vector originating at P2, parallel to the first line, is created. A second line through P2 and P4 is created. A second tangent vector through P3 is created. The second tangent vector is parallel to the second line. A baseline through P2 and P3 is created. A Bezier curve between P2 and P3 is created, wherein the Bezier curve has a degree. The degree of the Bezier curve is determined based on a comparison of the first tangent vector, the second tangent vector, and the baseline. |
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