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LOD/mip blur -- any, dynamic radius; fixed sample count regardless. On a quest for faster realtime rendering. > Render texture aside, it's a single pass.

88,855 просмотров • 7 месяцев назад •via X (Twitter)

Комментарии: 8

Фото профиля Mirza Beig
Mirza Beig7 месяцев назад

I wasn't planning on doing blur with mips (mentioned something similar in my QT about optimization), but this was my night experiment. It's like Doom 2k16, but I'm trying to be more tricky/efficient. Dynamic 4-sample blur:

Фото профиля Mirza Beig
Mirza Beig7 месяцев назад

🫳 Try the interactive WebGL demo. It should be fast, even running on mobile:

Фото профиля Toprak
Toprak7 месяцев назад

Great as always Mirza! Does it support UI image component?

Фото профиля Mirza Beig
Mirza Beig7 месяцев назад

Thanks, and yes -- it's just a technique/algorithm. It can be used anywhere. 🙂

Фото профиля Mirza Beig
Mirza Beig7 месяцев назад

4-sample, 4k LOD/mip-based blur. + depth attenuation, per-pixel.

Фото профиля Dirt Jordan
Dirt Jordan7 месяцев назад

Mimicking path tracing in a single pass is no small feat. That variable radius optimization is a serious performance win.

Фото профиля Haokayman
Haokayman7 месяцев назад

I need this in blender 🥀

Фото профиля Saitox
Saitox7 месяцев назад

I've come to the conclusion that you have a hyperfocus on creating materials and shaders.

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