Post Archive - January 0001 wharbargle
Posts tagged math
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