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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