If I have a regular sampling pattern there typically exist many reasonably fast ways to interpolate the results of the sampling procedure in between the sample locations. For example bilinear or bicubic (etc.) interpolation for a rectangular pattern.
How can I interpolate sample results from poisson disk sampling when the sample locations were randomly generated (but still, all of them are known before the sampling begins)?
If computation time wasn't a concern, I could e.g. find the nearest k neighbours of sample location and then use e.g. barycentric coordinates to interpolate any way I like. But that is too slow for applications like simple texture sampling in a shader.