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Fast Gaussian blur

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Fast Gaussian blur Empty Fast Gaussian blur

Post  sio2interactive Sun Apr 05, 2009 7:19 am

Does somebody have a fast gaussian blur code that let me specify the kernel seed similar as the one in the gimp. This is for real time so it better be fast hehehe Wink
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Fast Gaussian blur Empty Re: Fast Gaussian blur

Post  Francescu Sun Apr 05, 2009 12:37 pm

Some interesting articles on Fast Gaussian blur filter techniques:

[1] Alex Evans, "Four Tricks for Fast Blurring in Software and Hardware," Gamasutra, February 9, 2001. http://www.gamasutra.com/features/20010209/evans_01.htm

[2] Wojciech Jarosz, "Fast Image Fast Image Convolutions," ACM SIGGRAPH@UIUC. http://web.archive.org/web/20030801220134/http://www.acm.uiuc.edu/siggraph/workshops/wjarosz_convolution_2001.pdf

2 very fast Gaussian blur implementations w/ code:
http://incubator.quasimondo.com/processing/fast_blur_deluxe.php (fastest)
http://incubator.quasimondo.com/processing/fastblur.pde (fast)

You can see them in action at:
http://incubator.quasimondo.com/processing/gaussian_blur_1.php


Last edited by Francescu on Mon Apr 06, 2009 4:10 pm; edited 1 time in total

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Fast Gaussian blur Empty Re: Fast Gaussian blur

Post  sio2interactive Sun Apr 05, 2009 4:23 pm

Yeah I found the same thing using google but none of them convince me... tks anyway...
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Fast Gaussian blur Empty Blur (alpha of mesh)

Post  goldfrapp0x0309 Mon Apr 06, 2009 2:51 pm

Could it be possible to ghost copies of a mesh (with incremental alpha loss), and create a per mesh "blur effect" ?
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Fast Gaussian blur Empty Re: Fast Gaussian blur

Post  sio2interactive Mon Apr 06, 2009 4:59 pm

I think render to texture is the only way... (that's what Im doing...)
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Fast Gaussian blur Empty Re: Fast Gaussian blur

Post  goldfrapp0x0309 Mon Apr 06, 2009 5:58 pm

I'll experiment on my side, i'm trying to create effects without accessing the render buffer... (mainly through vertices and going through scene graph)... we'll see how that turns out...
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Fast Gaussian blur Empty Re: Fast Gaussian blur

Post  sio2interactive Mon Apr 06, 2009 7:31 pm

well its like 100% sure that it turns bad cuz you are going to overload the GPU with vertices... you really better get access to the color buffer or render to texture...
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