Gaussian blur alternative for bloom effects Perusing various articles on different blur algorithms for a bloom step, they all seem to regard a gaussian blur as the convolution of choice. However, after putting it to the test with a large array of conditions, I came to the conclusion that a gaussian blur isn't as visually appealing as one would expect, not even taking artifacts incurred by cheap approximations into account. No matter how large a kernel and standard deviation I use, the bloom cuts off way too abruptly in a circle around bright centers. By artificially deviating from a standard gaussian curve and adding more weight to the center of a kernel without reducing the tail too much, I achieve results that I find to be more pleasing and in line with what I expect bloom to look like. Now, arbitrarily tuning the weights with no physical or mathematical basis isn't exactly ideal, so I am wondering if there is an appropriate alternative to the good old bell curve for this purpose. https://ift.tt/eA8V8J
Perusing various articles on different blur algorithms for a bloom step, they all seem to regard a gaussian blur as the convolution of choice. However, after putting it to the test with a large array of conditions, I came to the conclusion that a gaussian blur isn't as visually appealing as one would expect, not even taking artifacts incurred by cheap approximations into account. No matter how large a kernel and standard deviation I use, the bloom cuts off way too abruptly in a circle around bright centers. By artificially deviating from a standard gaussian curve and adding more weight to the center of a kernel without reducing the tail too much, I achieve results that I find to be more pleasing and in line with what I expect bloom to look like. Now, arbitrarily tuning the weights with no physical or mathematical basis isn't exactly ideal, so I am wondering if there is an appropriate alternative to the good old bell curve for this purpose.
from GameDev.net http://bit.ly/2DFb1RW
from GameDev.net http://bit.ly/2DFb1RW
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