Back to Lecture Thumbnails
dan
brocklin
Can we take points that aren't even 0, 0.5, or 1 values? For example, can we sample a texture at (0.65, 0.12)? If so, where does interpolation come in? The methodology here confuses me.
skim
@dan I think this is somewhat separate from the bilinear interpolation step. There's an interpolation (e.g. using barycentric coordinates) to figure out where in (u, v) space a particular point (x, y) in the triangle corresponds to. Since the texture is made up of texels, it is not guaranteed that the point (x, y) will be exactly at a texel center, so then there's the (e.g. bilinear) interpolation between the texels that make up the texture to determine what the particular color at that point should be.
Please log in to leave a comment.
Copyright 2021 Stanford University
Is this a valid interpolation strategy for implementing a texture or is it just a helpful thought exercise? If this is valid, how does it compare to bilinear interpolation?