Perspective mapping of planar textures

Perspective mapping of planar textures is discussed along two directions.First we study the perspective mapping of a plane onto another plane. We show that the point to point computation involved can be broken down to a simple 2-D homology compounded with two 2-D rotations. Such a result is very useful to speed up texture mapping.Second we study how to render texture mapping most accurate according to digital signal theory. We define a new methodology for filtering using the inverse of the linear transformation tangent to the perspective at each pixel.Extensions can be made to a large class of patches and of surface transforms.