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Bilinear filtering is a texture filtering method used to smooth textures when displayed larger or smaller than they actually are.
Contents
Most of the time, when drawing a textured shape on the screen, the texture is not displayed exactly as it is stored, without any distortion. Because of this, most pixels will end up needing to use a point on the texture that is "between" texels, assuming the texels are points (as opposed to, say, squares) in the middle (or on the upper left corner, or anywhere else; it does not matter, as long as it is consistent) of their respective "cells". Bilinear filtering uses these points to perform bilinear interpolation between the four texels nearest to the point that the pixel represents (in the middle or upper left of the pixel, usually).
The formula
In a mathematical context, bilinear interpolation is the problem of finding a function f(x,y) of the form
satisfying
The usual, and usually computationally least expensive way to compute
and then to combine these functions (which are linear in
In computer graphics, bilinear filtering is usually performed on a texture during texture mapping, or on a bitmap during resizing. In both cases, the source data (bitmap or texture) can be seen as a two-dimensional array of values
Additionally, one does not have to compute the actual coefficients of the function
The largest integer not larger than x shall be called
Because
Because
and similarly,
Because
The second step is to compute
In the case of scaling, y remains constant within the same line of the rescaled image, and storing the intermediate results and reusing them for calculation of the next pixel can lead to significant savings. Similar savings can be achieved with all "bi" kinds of filtering, i.e. those which can be expressed as two passes of one-dimensional filtering.
In the case of texture mapping, a constant x or y is rarely if ever encountered, and because today's (2000+) graphics hardware is highly parallelized, there would be no time savings anyway.
Another way of writing the bilinear interpolation formula is
Sample code
This code assumes that the texture is square (an extremely common occurrence), that no mipmapping comes into play, and that there is only one channel of data (not so common. Nearly all textures are in color so they have red, green, and blue channels, and many have an alpha transparency channel, so we must make three or four calculations of y, one for each channel). The location of UV-coordinates is at center of texel. For example, {(0.25,0.25), (0.75,0.25), (0.25,0.75), (0.75,0.75)} are values for 2x2 texture.
Limitations
Bilinear filtering is rather accurate until the scaling of the texture gets below half or above double the original size of the texture - that is, if the texture was 256 pixels in each direction, scaling it to below 128 or above 512 pixels can make the texture look bad, because of missing pixels or too much smoothness. Often, in gaming or other 3-D rendering applications, mipmapping is used to provide a scaled-down version of the texture for better performance; however, the transition between two differently-sized mipmaps on a texture in perspective using bilinear filtering can be very abrupt. Trilinear filtering, though somewhat more complex, can make this transition smooth throughout. In the world of 2-D image resising, bicubic interpolation is usually preferred for the illusion of sharpness that it creates and for its superior anti-aliasing properties; however, most bicubics achieve this through a combination of blurring and ringing artifacts. A Hermite filter, which is the only cubic that adds neither blurring nor ringing, does not anti-alias any better than linear interpolation does, but it is still somewhat sharper.
For a quick demonstration of how a texel can be missing from a filtered texture, here's a list of numbers representing the centers of boxes from an 8-texel-wide texture (in red and black), intermingled with the numbers from the centers of boxes from a 3-texel-wide down-sampled texture (in blue). The red numbers represent texels that would not be used in calculating the 3-texel texture at all.
0.0625, 0.1667, 0.1875, 0.3125, 0.4375, 0.5000, 0.5625, 0.6875, 0.8125, 0.8333, 0.9375
Special cases
Textures aren't infinite, in general, and sometimes one ends up with a pixel coordinate that lies outside the grid of texel coordinates. There are a few ways to handle this: