You can overcome the shortcomings of the closest neighbor interpolation and bilinear interpolation above, the calculation is correct, but it is computationally intensive, taking 16 adjacent points around floating point coordinates. 3-3) Get:
You can overcome the shortcomings of the closest neighbor interpolation and bilinear interpolation above, the calculation is correct, but it is computationally intensive, taking 16 adjacent points around floating point coordinates. 3-3) Get: