Quadrilateral Interpolation, Part 2
It’s been quite a while since the first entry in this series! I apologize for the long delay—at the time, I’d intended to write at least one more entry, but I couldn’t get the math to work and lost interest. However, I recently had occasion to revisit this topic, and this time was able to make progress.
In this article, I’ll cover bilinear interpolation on quadrilaterals. Unlike the projective interpolation covered in Part 1, this method will allow us to maintain regular UV spacing along all four of the quad’s edges, regardless of its shape; but we’ll see that to achieve this, we’ll have to accept a different kind of distortion to the texture.


