Lecture 5: Texture (35)
YouxunLkiu

Regarding the texture space. If we want to 'zoom in' or 'zoom out', do we get each texture space(u',v') by the nearest neighbor of it? Or the average of the square from by 4 (u,v) that (u',v') resides in?

lycorisradiatu

@ YouxunLkiu I was actually wondering the same thing. In general, it depends on the sampling technique to determine the texture value at a given point (u', v'). There are two common methods: nearest-neighbor sampling and bilinear interpolation. The nearest-neighbor sampling method determine the texture value based on the value from the texel that is closest to the specified coordinates. This method is straightforward but may result in pixelation or blocky artifacts, especially when zooming in, as the texture values are not smoothly interpolated between texels. Bilinear interpolation is more commonly used since it takes into account the values of the four nearest texels surrounding the specified coordinates (u', v'). Specifically, the texture value at (u', v') is calculated as a weighted average of the four surrounding texels based on their proximity to the specified coordinates. This method provides smoother transitions between texels and is generally preferred when zooming in or out.

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