I have a kernel that is supposed to read from a texture interpolated values at different resolutions. I need to access different levels during the same kernel call. I have 2 questions:
what is the best way of storing the pyramid for best performance? (the size of the original image should not be an issue).
is there a flexible and simple way of using openGL MIPMAP generation in CUDA for computing something similar to a pyramid quickly?
Ideally I would want to be able to just call tex2DLod() and read from normalized coordinates but also trilinearly interpolate between levels (but I can settle even without this feature and just have integer level access).