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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

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:

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

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

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

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

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

I need this in blender 🥀

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