Re: Blurring in HLSL
"Steve Legg" <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <01a001c9eec4$a86a9dd0$f93fd970$@com> |
> Hi All, > > Thanks for all the help you people have given me in the past. > > A question about blurring. > I want to do a soft blur in HLSL. Preferably in one-pass. > I've read lots of stuff but I want to know if anyone has managed to > come > up with a solution that works in one-pass and achieves a soft blur, AND > is fast. > > Any help much appreciated. > > Cheers > Zafar Qamar Its generally quicker to do a two-pass Gaussian blur (the Gaussian kernel is separable so you can reduce the number of texture samples from N^2 to 2*N by doing two passes, one horizontal and one vertical. I believe this also keeps it on topic since this is an algorithmic optimisation ;) Thanks, Steve. ------------------------------------------------------------------------------ Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list