Post Archive - October 2012 wharbargle
Posts from October 2012
Bicubic Filtering in Fewer Taps
code
graphics
shaders
This post is based on the technique described in GPU Gems 2, chapter 20, Fast Third-Order Texture Filtering. While that's certainly a good read, I found that the authors skipped over a lot of detail and optimized a little prematurely, making the result rather difficult to parse. If you've read and understood their paper, then this isn't going to be news to you. ... Read more