<p>As a rule, SDFs do much better under interpolation than regular images do—it’s why you can mostly get away with using tiny textures for e.g. font data. You should be fine interpolating neighboring voxels.</p>

CC BY-SA 4.0
2018-10-16T01:58:34.557Z
Awesome, thank you! I expect to have up to ~30 high-resolution volumes in memory at once so keeping them all as small as possible is important; interpolating between neighbour voxels instead of local corners should make that much easier.
Paul Ferris
CC BY-SA 4.0
2018-10-15T19:14:03.233Z
2018-10-15T19:14:03.233Z
Noah Witherspoon
<p>I'm caching distances for SDF functions in volume textures for faster rendering, and I'd like to use trilinear interpolation for smoother edges. I know that I'll need distance values at each corner; can I blend adjacent voxels, or will I need to store eight separate distances in each sample?</p>

<interpolation><sampling><volumetric>
Choosing corner values for trilinear interpolation
Paul Ferris
# Choosing corner values for trilinear interpolation

(Asked by: username_0 on 2018-10-14)

I'm caching distances for SDF functions in volume textures for faster rendering, and I'd like to use trilinear interpolation for smoother edges. I know that I'll need distance values at each corner; can I blend adjacent voxels, or will I need to store eight separate distances in each sample?

**Tags:** interpolation, sampling, volumetric


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## 1 answers

### Answer by username_1 on 2018-10-15. Score: 1 | Accepted answer

As a rule, SDFs do much better under interpolation than regular images do—it’s why you can mostly get away with using tiny textures for e.g. font data. You should be fine interpolating neighboring voxels.

> **Comments:**
> **username_0**: Awesome, thank you! I expect to have up to ~30 high-resolution volumes in memory at once so keeping them all as small as possible is important; interpolating between neighbour voxels instead of local corners should make that much easier.  

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