Mitchell vs Bilinear Resizing Textures 2017.2

I notice that Resize Algorithm now gives a Mitchell option and not just Bilinear or none.

Can someone explain when to use each one, giving a few examples? What does the manual mean by noise cases?

Also, is this is a Unity-specific implementation that differs from standard Mitchell

Noise, meaning small details that need to stay sharp looking. In that case, use Bilinear

“Might provide better result than Mitchell for some noise textures preserving more sharp details.”