![]() In this article I’ll focus primarily on performance (and quality trade-offs), as the difference in cost between a naïve and a more optimal solution can sometimes be an order of magnitude, but also different algorithms can be more optimal on different hardware. Well, yes, but there are different ways of doing it with different visual results, quality and performance. Blurring an image is a fairly trivial thing to do: just collect neighboring pixels, average them and you get your new value, right?īloom and Depth of Field – two common uses of a blur filter Image blur filters are commonly used in computer graphics – whether it is an integral part of a Depth of Field or HDR Bloom, or another post process effect, blur filters are present in most 3D game engines and often in multiple places. Thus, please feel free to contribute ideas and corrections in the comments section at the bottom. ![]() ![]() but I realised that it might take more than one blog post (and a lot more work) to properly explore the topic, so below is the first installment. Give an example of the techniques that runs on Windows Desktop OpenGL and Android OpenGL ES 3.0 and 3.1, including compute shader use on OpenGL ES 3.1. Provide an overview and optimization ideas for a few of the popular real time image blur filters, applicable on very different range of hardware (from sub-4W mobile device GPUs to high end 250W+ desktop GPUs). In this blog post I'm going to start exploring the topic of blur filters. ![]()
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