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.
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;
}