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Grab the interpolated CellNoise function here: https://jumpeter.gumroad.com/l/VTA_In... This video explores the technical aspects of shaders and graphics in Unreal Engine 5, but these concepts are valid in any game engine that uses textures (all of them :D). The focus is on the topic of filtering, specifically the differences between bilinear and bicubic filtering. The underlying mathematical concepts of bilinear filtering are discussed, as well as how it is used to smooth out textures. Than we explore the concept of bicubic filtering and how it takes this technique to the next level. The code behind these filters is analyzed, and a demonstration is provided on how to implement them in Unreal Engine 5 projects. This tutorial provides valuable insights on how to connect art, math, and code, and viewers will gain a deep understanding of bilinear and bicubic filtering and how to use them to enhance video game graphics. Discord: / discord Patreon: / visualtechart