How to Rotate a Vertex by a Quaternion in GLSL
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Image blur filters are commonly used in computer graphics – whether it is an integral part of a Depth of Field or HDR Bloom, or another post process effect, blur filters are present in most 3D game engines and often in multiple places. Blurring an image is a fairly trivial thing to do: just collect neighboring pixels, average them and you get your new value, right? Well, yes, but there are different ways of doing it with different visual results, quality and performance.In this article I’ll focus primarily on performance (and quality trade-offs), as the difference in cost between a naïve and a more optimal solution can sometimes be an order of magnitude, but also different algorithms can be more optimal on different hardware.