Hi guys,
I’m resampling about 1000 values and doing this in parallel for about another 1000 lines. One method I used is simple
texture interpolation ( I use a cudaArray, bind it to texture and then just read out at the points where I want the resampling
to be done). I do both linear and nearest neighbour interpolation by changing the cudaReadMode between Point en Linear.
I just implemented spline interpolation as well, based on an example in the SDK which calculates the 4 basic cubic b-spline coefficients
, 2 offset functions and 2 amplitude functions and does 4 tex2D readouts. I found the results a bit weird and was hoping you could help
me figure them out or tell me that I did something wrong (and preferable what I did wrong)
-
The total processing time of the nearest neighbour and linear interpolations are exactly the same. Is this because the readouts from texture
will take the same time? -
Even the total processing time for the spline method (which does a lot more calculations) is only 0.5% slower! Could this be right?
Is this because binding the array to texture takes up most of the time or something?
Thanks,