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    Video Game Blurs (and how the best one works) (blog.frost.kiwi)
    166 points by todsacerdoti - 3 days ago

  • I like the progressive example toys. Thanks!
    by jtxt - 9 hours ago
  • I really like the content but the text blocks being justified makes it more difficult to read than it needs to be.
    by mrandish - 9 hours ago
  • A great video on a similar subject: https://m.youtube.com/watch?v=v9x_50czf-4
    by etrvic - 9 hours ago
  • This is a really well written blog, great work!
    by apbytes - 6 hours ago
  • Author here, Thank you very much for linking! Masaki Kawase is a bit of a graphics programming idol of mine. Living in Japan, I got to interview him on a zoom call about what it was like being a graphics programmer in those adventurous times 1999~2005 of the Japanese video game scene.

    This kick-started by desire to write about the Dual-Kawase Blur, a technique I stumbled upon when ricing my linux distro.

    by FrostKiwi - 5 hours ago
  • Has anyone got suggestions for blur algorithms suitable for compute shaders? The usual Kawase blur (described in the article) uses bilinear sampling of textures.

    You can, of course, implement the algorithm as is on a compute shader with texture sampling.

    But I have a situation where the inputs and outputs should be in shared memory. I'm trying to avoid writing the results out to off-chip DRAM, which would be necessary to be able to use texture sampling.

    I spent some time looking into a way of doing an efficient compute shader blur using warp/wave/subgroup intrinsics to downsample the image and then do some kind of gaussian-esque weighted average. The hard part here is that the Kawase blur samples the input at "odd" locations but warp intrinsics are limited to "even" locations if that makes sense.

    I would appreciate if anyone knows any prior art in this department.

    by exDM69 - 5 hours ago
  • Pretty amazing writeup.

    I didn't really understand why every image is slowly moving around. It says:

    > Above the box you have an Animate button, which will move the scene around to tease out problems of upcoming algorithms. Movement happens before our blur will be applied, akin to the player character moving.

    I don't really understand the explanation - the movement just seemed a bit annoying.

    by stevage - 5 hours ago
  • How does this compare to Spherical Harmonic Lighting?
    by DrNosferatu - 5 hours ago
  • Thank you so much! Love the interactive examples.
    by ad-astra - 4 hours ago
  • Very nice post! Thanks for writing, I love how detailed it goes.

    I use box/gaussian blurs often, but for rendering outlines/highlights of objects.

    https://ameye.dev/notes/rendering-outlines/#blurred-buffer

    by alexanderameye - 2 hours ago

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