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Bicubic interpolation

About: Bicubic interpolation is a research topic. Over the lifetime, 3348 publications have been published within this topic receiving 73126 citations.


Papers
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Journal ArticleDOI
TL;DR: The proposed method is an extension of the method of univariate interpolation developed earlier by the author and is likewise based on local procedures on avoiding excessive undulation between given grid points.
Abstract: A method is designed for interpolating values given at points of a rectangular grid in a plane by a smooth bivariate function z = z(x, y). The interpolating function is a bicubic polynomial in each cell of the rectangular grid. Emphasis is on avoiding excessive undulation between given grid points. The proposed method is an extension of the method of univariate interpolation developed earlier by the author and is likewise based on local procedures.

178 citations

Journal ArticleDOI
TL;DR: A sparse-based super-resolution method, adapted for easily including prior knowledge, which couples up high and low frequency information so that a high-resolution version of a low-resolution brain MR image is generated, shown to outperform a recent state-of-the-art algorithm.

175 citations

Journal ArticleDOI
31 Aug 1986
TL;DR: A method is developed for surface-fitting from sampled data based on an adaptive subdivision approach, a technique previously used for the design and display of free-form curved surface objects, which is simple in concept, yet realizes efficient data compression.
Abstract: A method is developed for surface-fitting from sampled data Surface-fitting is the process of constructing a compact representation to model the surface of an object based on a fairly large number of given data points In our case, the data is obtained from a real object using an automatic three-dimensional digitizing system The method is based on an adaptive subdivision approach, a technique previously used for the design and display of free-form curved surface objects Our approach begins with a rough approximating surface and progressively refines it in successive steps in regions where the data is poorly approximated The method has been implemented using a parametric piecewise bicubic Bernstein-Bezier surface possessing G1 geometric continuity An advantage of this approach is that the refinement is essentially local reducing the computational requirements which permits the processing of large databases Furthermore, the method is simple in concept, yet realizes efficient data compression Some experimental results are given which show that the representation constructed by this method is faithful to the original database

169 citations

Proceedings ArticleDOI
01 Jan 1987
TL;DR: In this paper, an assortment of algorithms, termed three-dimensional (3D) scan-conversion algorithms, is presented. And all algorithms are incremental and use only additions, subtractions, tests and simpler operations inside the inner algorithm loops.
Abstract: An assortment of algorithms, termed three-dimensional (3D) scan-conversion algorithms, is presented. These algorithms scan-convert 3D geometric objects into their discrete voxel-map representation within a Cubic Frame Buffer (CFB). The geometric objects that are studied here include three-dimensional lines, polygons (optionally filled), polyhedra (optionally filled), cubic parametric curves, bicubic parametric surface patches, circles (optionally filled), and quadratic objects (optionally filled) like those used in constructive solid geometry: cylinders, cones, and spheres.All algorithms presented here do scan-conversion with computational complexity which is linear in the number of voxels written to the CFB. All algorithms are incremental and use only additions, subtractions, tests and simpler operations inside the inner algorithm loops. Since the algorithms are basically sequential, the temporal complexity is also linear. However, the polyhedron-fill and sphere-fill algorithms have less than linear temporal complexity, as they use a mechanism for writing a voxel run into the CFB. The temporal complexity would then be linear with the number of pixels in the object's 2D projection. All algorithms have been implemented as part of the CUBE Architecture, which is a voxel-based system for 3D graphics. The CUBE architecture is also presented.

163 citations

Proceedings ArticleDOI
16 Sep 1996
TL;DR: A novel scheme for edge-preserving image interpolation is introduced, which is based on the use of a simple nonlinear filter which accurately reconstructs sharp edges, with superior performances with respect to other interpolation techniques.
Abstract: A novel scheme for edge-preserving image interpolation is introduced, which is based on the use of a simple nonlinear filter which accurately reconstructs sharp edges. Simulation results show the superior performances of the proposed approach with respect to other interpolation techniques.

161 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202350
2022118
202187
202087
2019122
201892