Re: Gaussian blur kernels
"Simon Fenney" <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Sam Martin wrote: > I'm not sure I quite understand what you mean by antialiasing in your > experiment? Sorry, I thought that was obvious from the context :-( Pragmatically, I meant take NxN samples per pixel, apply the (trivial) weighting due to a box filter (i.e. 1/N^2), and either choose a "large enough" N or take the limit as N->infinity. The latter should then be your integral below. > To remove the aliasing completely you can't blur after sampling*. > You'd need to rasterise the line by doing the integral over each > pixel properly, rather than point sample. This will produce an > alias-free result, but isn't exactly easy in general :). I wasn't intending it to be easy :-). I just wanted to show that a box filter is not ideal. Cheers Simon ------------------------------------------------------------------------------ Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge _______________________________________________ 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