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TRI-CUBIC AND HYBRID INTERPOLATION IN A 3D TEXTURE SHADER

机译:3D纹理着色器中的三立方和混合插值

摘要

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.
机译:选择了一组连续的数据点P1,P2,P3和P4。通过P1和P3创建第一行。创建平行于第一条线的起始于P2的第一切向量。创建通过P2和P4的第二行。创建通过P3的第二个切线向量。第二切线向量平行于第二条线。通过P2和P3创建了基线。在P2和P3之间创建贝塞尔曲线,其中贝塞尔曲线具有一定程度。根据第一切线矢量,第二切线矢量和基线的比较确定贝塞尔曲线的程度。

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