2008
DOI: 10.1080/2151237x.2008.10129269
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Efficient GPU-Based Texture Interpolation using Uniform B-Splines

Abstract: Abstract. 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 st… Show more

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Cited by 66 publications
(44 citation statements)
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“…Lensing is an expensive operation, even if easily computed in parallel, and there are a large number of maps to process until convergence is reached, and this can dominate the overall computational cost in typical runs. We found that porting the lensing on GPU, using a GPU-optimized implementation [28,29] can provide substantial speed-up. This is one of the implementations that we provide.…”
Section: B Lensing and Delensing Operationsmentioning
confidence: 99%
“…Lensing is an expensive operation, even if easily computed in parallel, and there are a large number of maps to process until convergence is reached, and this can dominate the overall computational cost in typical runs. We found that porting the lensing on GPU, using a GPU-optimized implementation [28,29] can provide substantial speed-up. This is one of the implementations that we provide.…”
Section: B Lensing and Delensing Operationsmentioning
confidence: 99%
“…The same is true for B-spline evaluation (Ruijters et al 2008). Therefore, the motion compensated backprojection can be carried out completely parallelised on the graphics card.…”
Section: Motion Compensated Reconstructionmentioning
confidence: 98%
“…As shown by Sigg and Hadwiger [2005], even though the bicubic B-spline basis has the same 4×4 support, the fact that it is non-negative and separable allows it to be evaluated by combining just 4 bilinear reads at appropriately computed locations. Ruijters et al [2008] also describe a similar trick. Depending on the GPU, our implementation of this idea runs 3-6× slower than bilinear filtering, but about 2× faster than Catmull-Rom or Mitchell-Netravali filters.…”
Section: Efficient Use Of Piecewise-polynomial Kernelsmentioning
confidence: 99%