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High order filtering

This algorithm is taken from nVidia GPU Gems 1 & 2book : it replaces the simple linear interpolation of the texel by a higher order filter. This bi-cubic filter uses the Mitchell-Netravali coefficients to compute the pixel color. A 4X4 kernel is used to sample the raw texture.

This high order filter is better than the linear filter but the final rasterized texture can appear a bit blurry and more contrasted.

Download source and executable

A comparison between the linear filtering (left) and the high order filtering (right)


A simple funny test : here, I have replaced
the linear interpolation of the linear filtering
by the smoothstep function of the GLSL language.

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