Fast and Flexible High-Quality Texture Filtering With Tiled High-Resolution Filters

Information

  • Publication Type: Conference Paper
  • Workgroup(s)/Project(s):
  • Date: November 2002
  • Booktitle: Vision, Modeling and Visualization 2002
  • Pages (from): 155
  • Pages (to): 162
  • Publisher: Akademische Verlagsgesellschaft Aka GmbH, Berlin

Abstract

Current graphics hardware offers only very limited support for convolution operations, which is primarily intended for image processing. The input and output sample grids have to coincide, making it impossible to use these features for more general filtering tasks such as image or texture resampling. Furthermore, most hardware employs linear interpolation for texture reconstruction purposes, incurring noticeable artifacts. Higher-order interpolation via general convolution is able to remove most of these artifacts. Real-time applications currently do not consider higher-order filtering due to lack of hardware support. We present algorithms for extremely fast convolution on graphics hardware. This framework can be used for general convolution tasks, but is especially suited to substituting the native bilinear or tri-linear interpolation currently used for texture magnification, while still achieving frame rates of up to 100 frames per second for full screen filtering with bi-cubic interpolation.

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BibTeX

@inproceedings{Hadwiger-2002-Fas,
  title =      "Fast and Flexible High-Quality Texture Filtering With Tiled
               High-Resolution Filters",
  author =     "Markus Hadwiger and Ivan Viola and Thomas Theu{\ss}l and
               Helwig Hauser",
  year =       "2002",
  abstract =   "Current graphics hardware offers only very limited support
               for convolution operations, which is primarily intended for
               image processing. The input and output sample grids have to
               coincide, making it impossible to use these features for
               more general filtering tasks such as image or texture
               resampling. Furthermore, most hardware employs linear
               interpolation for texture reconstruction purposes, incurring
               noticeable artifacts. Higher-order interpolation via general
               convolution is able to remove most of these artifacts.
               Real-time applications currently do not consider
               higher-order filtering due to lack of hardware support. We
               present algorithms for extremely fast convolution on
               graphics hardware. This framework can be used for general
               convolution tasks, but is especially suited to substituting
               the native bilinear or tri-linear interpolation currently
               used for texture magnification, while still achieving frame
               rates of up to 100 frames per second for full screen
               filtering with bi-cubic interpolation.",
  month =      nov,
  booktitle =  "Vision, Modeling and Visualization 2002",
  publisher =  "Akademische Verlagsgesellschaft Aka GmbH, Berlin",
  pages =      "155--162",
  URL =        "/research/publications/2002/Hadwiger-2002-Fas/",
}