Re: [Algorithms] Gaussian blur kernels
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From: Jon W. <jw...@gm...> - 2009-07-16 19:27:15
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Fabian Giesen wrote: > However, all of this is a non-issue in graphics. Pixel shaders give you > cheap pointwise evaluations at no cost. If you want only every second > pixel, then render a quad half the size in each direction. > > But that cheap sample is using a pretty crappy box area filter for its sampling, so it is not aliasing free. > In short, the optimal "polyphase" implementation of a 5x5 Gaussian > followed by a 2:1 downsample in both directions is just to render to the > smaller rendertarget directly with the 5x5 Gaussian Pixel shader and the > correct texture coordinates. > > But originally the problem wasn't just downsampling -- it was using some combination of downsampling, filtering and upsampling to approximate the result of a bigger Gaussian blur, but making it faster. Sincerely, jw -- Revenge is the most pointless and damaging of human desires. |