Bilinear Sobel Filtering on The GPU =================================== The Sobel filter traditionally requires sampling 8 pixels surrounding the center pixel. Leveraging the filter's linearity, we can reduce this to 4 texture fetches by sampling between pixels. .. code-block:: none :caption: Source Code struct Sobel { float4 Ix; float4 Iy; }; Sobel GetSobel(sampler SampleImage, float2 Tex, float2 PixelSize) { Sobel Output; float4 A = tex2D(SampleImage, Tex + (float2(-0.5, 0.5) * PixelSize)); float4 B = tex2D(SampleImage, Tex + (float2(0.5, 0.5) * PixelSize)); float4 C = tex2D(SampleImage, Tex + (float2(-0.5, -0.5) * PixelSize)); float4 D = tex2D(SampleImage, Tex + (float2(0.5, -0.5) * PixelSize)); Output.Ix = (B + D) - (A + C); Output.Iy = (A + B) - (C + D); return Output; }