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Direct3D made this a thing. Trying to draw unscaled 2D elements you often end up with blurry images as it bilinearly filters with the neighbouring pixels. Thi
by 1000100_1000101 2y ago
Direct3D made this a thing. Trying to draw unscaled 2D elements you often end up with blurry images as it bilinearly filters with the neighbouring pixels.
This is because of a mess with where it considered pixels located, where texture samples are considered located, and where, when rasterizing an included pixel, the texture coordinates sampled. See detail at [0].
If your graphics API was blurring all your images, you'd be passionate about that half-pixel offset too.
[0] https://www.gamedev.net/blogs/entry/1848486-understanding-half-pixel-and-half-texel-offsets/ https://www.gamedev.net/blogs/entry/1848486-understanding-ha...
- bonoboTP 2y agoI can relate. Spent countless hours on this stuff with computer vision and convnets. The intricacies of align_corners, implementation differences between deep learning frameworks, striding and pooling when numbers aren't neatly divisible, uuh.