One Lost Henchman

Some tools, some graphics, some aimless rambling

math

GJK

A long (long) time ago I made two big posts going through the GJK algorithm, how it works, and how to implement it efficiently. They were pretty cool and even had interactive diagrams in them designed to illustrate the geometric concepts and help to intuitively communicate why things work the way they do.

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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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