Hello and thank you for your comment! You can set the interpolation method when you scale an image either using the scale tool from the sidebar or when scaling an image. If you're using the scale tool, look under "Tool Options" for the "Interpolation" setting. If you're scaling the image (using Image → Scale Image), there should again be an Interpolation dropdown in the Scale Image popup. Set to "Linear" for bilinear interpolation.
excellent video. Do you know anything about fractal Brownian motion? I recently about it's application to terrain generation and it seems pretty interesting.
+Arend Peter Castelein Hello and thank you very much for your comment! I don't know much about it beyond the fact that it is a PRNG method, I'm afraid!
Hello and thank you for your comment! This one is very much of a personal preference! Try out each one and see what looks best! Personally for me, I actually prefer nearest neighbor interpolation if the scale factor is an integer (ie. 2x or 3x upscaling). All methods of interpolation produce soft images that I'm not a fan of. For other resolutions, any of the filtering techniques look more or less the same to me.
Very interesting video thank you. i have always been confused why on my Nvidia GTX 970 settings page it recommends up scaling my games and then down again as i only game in 1080p, it says it gives better quality graphics if it up scales and then converts back to 1080p. personaly on Dirt Rally i cant see any difference and can only feel its making my GPU work even harder so stopped up scaling. interesting topic thanks again for making this video.
thats to reduce artifacts. rendering at a higher resolution then downscalling gives smoother edges than renderin at native resolution. thats a ray tracing problem. when it render it traces a ray FROM each pixel, where it hits is the pixel's colour, when in real life light comes from various sides TO each "pixel" in your eyes, thats were the artifact comes from. anti aliasing makes it less visible by tracing more rays to adjasent arear and then averaging the pixel with the rest so that its more like it would in real life.
+Laharl Krichevskoy Right thank you for your comment Laharl i will go and have a look a lot more closely and do some experimenting after all this advice, thanks again.
+Laharl Krichevskoy That's a great way to put it - We don't always see antialiasing as ray tracing problems, all because ray tracing is not normally used to render realtime graphics, but it is a very apt way of thinking about it.
so they use so much memory just to run the game faster.....no wonder video chips benefit more from overclocking its memory than the chip itself.They need to transfer all those textures from one side to the other all the time. every time you move. I knew video chips did transfer a lot but never payed atention to what they were reading. Now imagine this with high resolution textures like in games running at 4k plus anti alias, no wonder HBM is a thing.
+Laharl Krichevskoy Yeah, I have always wondered why we didn't do things like video encoding on GPU, then I read up on it and realized that the bottleneck comes from data transfer... But you make a great point - I never considered the effects of overclocking, and it's really interesting that there's the option of overclocking the memory on GPU.
This video gives quite clear illustration for these basic concepts! Very helpful!
Hello and thank you very much for your comment! Glad to be of help =)
Reading a book on astrophotography. When scale processing came up in the book, I watched your video to fill in my knowledge. Thank you!
Hello and thank you very much for your comment! Very happy to be of help! Glad this was relevant for your field. All the best for your work =)
I have never seen a better explanation than this! Thank You!
You're welcome! Very happy to be of help =)
man u r a hidden treasure
Hello and thank you very much for your comment! Glad you liked the video =)
Best video for explaining bilinear interpolation, Thank you :)
You're welcome! Glad to be of help =)
Very nicely explained. Keep doing more videos like this. Thank you
Hello and thank you very much for your comment! Glad you liked the video =)
Excellent video!. How did you use GIMP to do the bilinear interpolation? Thanks.
Hello and thank you for your comment! You can set the interpolation method when you scale an image either using the scale tool from the sidebar or when scaling an image.
If you're using the scale tool, look under "Tool Options" for the "Interpolation" setting. If you're scaling the image (using Image → Scale Image), there should again be an Interpolation dropdown in the Scale Image popup.
Set to "Linear" for bilinear interpolation.
@@NERDfirst Great! I will look at that. Meanwhile I am doing the exercise in Python. Thanks!
You're welcome! Coding it out is going to be more fun for sure =)
excellent video. Do you know anything about fractal Brownian motion? I recently about it's application to terrain generation and it seems pretty interesting.
+Arend Peter Castelein Hello and thank you very much for your comment! I don't know much about it beyond the fact that it is a PRNG method, I'm afraid!
For video upscale which filter is better? Bilinear, Bicubic or Lanczos?
Hello and thank you for your comment! This one is very much of a personal preference! Try out each one and see what looks best!
Personally for me, I actually prefer nearest neighbor interpolation if the scale factor is an integer (ie. 2x or 3x upscaling). All methods of interpolation produce soft images that I'm not a fan of.
For other resolutions, any of the filtering techniques look more or less the same to me.
This is a fantastic video, the only thing it's missing is more views =)
Hello and thank you very much for your comment! Glad you liked the video =)
amazing explanation
Hello and thank you for your comment! Glad you liked the video =)
Thank you!!! this helps me to do my work better!!
You're welcome! Very happy to be of help and all the best for your work =)
Awesome video!
Hello and thank you very much for your comment! Glad to be of help =)
Thank you Bro :) helped alot
You're welcome! Glad to be of help =)
Very interesting video thank you.
i have always been confused why on my Nvidia GTX 970 settings page it recommends up scaling my games and then down again as i only game in 1080p, it says it gives better quality graphics if it up scales and then converts back to 1080p.
personaly on Dirt Rally i cant see any difference and can only feel its making my GPU work even harder so stopped up scaling.
interesting topic thanks again for making this video.
thats to reduce artifacts. rendering at a higher resolution then downscalling gives smoother edges than renderin at native resolution. thats a ray tracing problem. when it render it traces a ray FROM each pixel, where it hits is the pixel's colour, when in real life light comes from various sides TO each "pixel" in your eyes, thats were the artifact comes from. anti aliasing makes it less visible by tracing more rays to adjasent arear and then averaging the pixel with the rest so that its more like it would in real life.
+Laharl Krichevskoy Right thank you for your comment Laharl i will go and have a look a lot more closely and do some experimenting after all this advice, thanks again.
+cibie01 Sorry I didn't get around to your comment in time, but I see that Laharl has given you a perfect answer =) Thank you for your comment!
+Laharl Krichevskoy That's a great way to put it - We don't always see antialiasing as ray tracing problems, all because ray tracing is not normally used to render realtime graphics, but it is a very apt way of thinking about it.
Neat video, thanks.
You're welcome! Glad you liked the video =)
Great.
Hello and thank you for your comment! Glad you liked the video =)
so they use so much memory just to run the game faster.....no wonder video chips benefit more from overclocking its memory than the chip itself.They need to transfer all those textures from one side to the other all the time. every time you move.
I knew video chips did transfer a lot but never payed atention to what they were reading.
Now imagine this with high resolution textures like in games running at 4k plus anti alias, no wonder HBM is a thing.
+Laharl Krichevskoy Yeah, I have always wondered why we didn't do things like video encoding on GPU, then I read up on it and realized that the bottleneck comes from data transfer... But you make a great point - I never considered the effects of overclocking, and it's really interesting that there's the option of overclocking the memory on GPU.
Soooo.... Upscaling bad
Heh, depends on what you're doing I suppose! But for me yeah, I would prefer no upscaling in most situations.
@@NERDfirst For real though. Good video. Helped alot!