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javidx9 | Texture Sampling #2: Bilinear & Bicubic Samples @javidx9 | Uploaded 1 year ago | Updated 19 hours ago
Following on from Part 1, I look at two common sampling methods that aim to reduce artefacts, bilinear and bicubic point sampling. The former linearly interpolates between neighbouring pixels, and the latter uses even further pixels to bias cubic splines to give a smoother contour between pixels.

Demo: https://community.onelonecoder.com/members/javidx9/TextureSampling/Part2/

Part 1: https://youtu.be/4s30cnqxJ-0

Source: Released at end of series


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Texture Sampling #2: Bilinear & Bicubic SamplesAugmenting Reality #1 - Optical Flow (C++)OLC 2018olc::CodeJam2024 Theme RevealCode-It-Yourself! Flappy Bird (Quick and Simple C++)Next Big ProjectCommand Prompt Console Game EngineNES Emulator Part #5: PPU - Foreground RenderingCommunity Showcase 2018 #2The Next LevelCode-It-Yourself! Snake! - Programming from Scratch (Quick and Simple C++)OLC Video Blog #5 - Thanks everyone! Lets keep coding!

Texture Sampling #2: Bilinear & Bicubic Samples @javidx9