One Lost Henchman

Some tools, some graphics, some aimless rambling

hlsl

Bicubic Filtering in Fewer Taps

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.

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