An investigation of fast real-time GPU-based image blur algorithms
In this blog post I'm going to start exploring the topic of blur filters. My original intention was to…
- Provide an overview and optimization ideas for a few of the popular real time image blur filters, applicable on very different range of hardware (from sub-4W mobile device GPUs to high end 250W+ desktop GPUs).
- Give an example of the techniques that runs on Windows Desktop OpenGL and Android OpenGL ES 3.0 and 3.1, including compute shader use on OpenGL ES 3.1.