Gaussian Blur Mixxx

The parameter sigma is enough to define the Gaussian blur from a continuous point of view. In practice however, images and convolution kernels are discrete. How to choose an optimal discrete approximation of the continuous Gaussian kernel? The discrete approximation will be closer to the continuous Gaussian kernel when using a larger radius. A Tale of Three Blurs. March 02, 2006. Gaussian Blur. Gaussian Blur has the simplest UI of the three — “Blurriness” and options for blurring in X, Y or both. Historically, Gaussian Blur was known as the premium blur for those who could afford its increased render times. While this was once true, it.

  1. Gaussian Blur Lightroom
  2. Gaussian Blur Definition
  3. O2jam Gaussian Blur Download
  4. O2jam Gaussian Blur
  5. Gaussian Blur Algorithm
Gaussian Blur Mixxx

demo - source

Optimized separable gaussian blurs for GLSL. This is adapted from Efficient Gaussian Blur with Linear Sampling.

Gaussian Blur Lightroom

Example

The function blurs in a single direction. For correct results, the texture should be using gl.LINEAR filtering.

The module provides three levels of 'taps' (the number of pixels averaged for the blur) that can be required individually. The default is 9.

Since this is separable, you will need multiple passes to blur an image in both directions. See here for details or the demo for an implementation.

Gaussian Blur Definition

Install

Use npm to install and glslify to consume the function in your shaders.

Usage

O2jam Gaussian Blur Download

vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction)

Blurs the image from the specified uv coordinate, using the given resolution (size in pixels of screen) and direction -- typically either [1, 0] (horizontal) or [0, 1] (vertical).

Returns the blurred pixel color.

Gaussian

Further Optimizations

O2jam Gaussian Blur

This can be further optimized on some devices (notably PowerVR) by using non-dependent texture reads. This can be done by calculating the texture coordinates in the vertex shader, and passing them as varyings to the fragment shader. This is left as an exercise for the reader to keep this module simple. You can read more about it here.

License

Gaussian Blur Algorithm

MIT, see LICENSE.md for details.