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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.

88,980 Aufrufe • vor 7 Monaten •via X (Twitter)

8 Kommentare

Profilbild von Mirza Beig
Mirza Beigvor 7 Monaten

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:

Profilbild von Mirza Beig
Mirza Beigvor 7 Monaten

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

Profilbild von Toprak
Toprakvor 7 Monaten

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

Profilbild von Mirza Beig
Mirza Beigvor 7 Monaten

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

Profilbild von Mirza Beig
Mirza Beigvor 7 Monaten

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

Profilbild von Dirt Jordan
Dirt Jordanvor 7 Monaten

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

Profilbild von Haokayman
Haokaymanvor 7 Monaten

I need this in blender 🥀

Profilbild von Saitox
Saitoxvor 7 Monaten

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

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