One Lost Henchman

Some tools, some graphics, some aimless rambling

shaders

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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Deferred Shading Tricks

Deferred shading is a useful technique available on modern GPUs that allows one to decouple scene and lighting complexity. I'm not really writing a for-beginners article here. This is aimed at people who've got a basic engine set up and want to tune it.

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hqNx

This is a quick demo project I did a few years ago for fun. It's an implementation of the hq2x, hq3x, and hq4x image upscaling algorithms on the GPU.

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