I've seen most implementations use a 5x5 kernel. What's the good size for a kernel, and how does it relate to sigma? Or is "radius" just a name for sigma, not related to pixels?Ĭonsidering I use multiple passes to increase sigma, how do I choose a good sigma to obtain the sigma I want at any given pass? If the resulting sigma is equal to the square root of the sum of the squares of the sigmas and sigma is equivalent to radius, what's an easy way to get any desired radius? I've read that sigma is equivalent to radius, I don't see how sigma is expressed in pixels. What's the relationship between sigma and radius? I understand the main concepts behind all of it: convolution, separation of x and y using linearity, multiple passes to increase radius. ![]() ![]() ![]() I've implemented a gaussian blur fragment shader in GLSL.
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