Improve Real-Time GPU-Based Image Blur Algorithms: Kawase Blur and Moving Box Averages
Producers Note: We realize we have pronounced Kawase-san’s name incorrectly in this video and are working on a reshoot.
So, we’ve got a good Gaussian blur implementation but our “getting-hit” in-game effect requires a large blur kernel and our target hardware is a high res mobile device. Gaussian is still a bit too expensive, can we do better? introduced by Masaki Kawase in his GDC2003 presentation “Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)”. Initially used for Bloom effect, it can be generalized to closely match Gauss in appearance.
Learn more by reading this article by Philipe Strugar
Visit the Game Developer and Graphics Zone on IDZ
Product and Performance Information
Performance varies by use, configuration and other factors. Learn more at www.Intel.com/PerformanceIndex.