Efficient Gaussian Blur AlgorithmThis page presents a fast Gausian blur calculation. Details of the algorithm can be read below. This Gaussian Blur source code has the benefits of:
Extended Binomial Filter for Fast Gaussian BlurThe extended binomial filter algorithm is a very simple and fast Gaussian blur algorithm where the run time per pixel is independent of the blur radius. The Gaussian blur is a widely used filter for many effects, especially for image processing. It is important to have a fast and easy algorithm for computation. The runtime of most algorithms for calculating the Gaussian blur like the binomial sequence is proportional to the blur radius r. The extended binomial filter is an approximation of the normal binomial filter with constant complexity O(1), making the runtime per pixel independent of the blur radius. The accuracy of the approximation is chosen by the approximation degree. Key Features
PaperA detailed description of the algorithm is available in PDF: blurring.pdf. A detailed description of the algorithm is available in PDF: blurring_Ru.pdf. Sample implementationvoid blur(int radius) { // first degree approximation int buffer[radius]; // pixel buffer for (int x = x_start; x < x_end; ++x) { // vertical blur long dif = 0, sum = 0; for (int y = y_start-2*radius; y < y_end; ++y) { sum += dif; // accumulate pixel blur dif += getPixel(x, y+radius); // next pixel if (y >= y_start) { dif += buffer[y%radius]; // sum up differences: +1, -2, +1 setPixel(x, y, sum/(radius*radius)); // set blurred pixel } if (y+radius >= y_start) { int p = getPixel(x,y); buffer[y%radius] = p; // buffer pixel dif -= 2*p; } } // y } // x for (y = y_start; y < y_end; ++y) { // horizontal blur... dif = 0; sum = 0; for (x = x_start-2*radius; x < x_end; ++x) { sum += dif; // accumulate pixel blur dif += getPixel(x+radius, y); // next pixel if (x >= x_start) { dif += buffer[x%radius]; // sum up differences: +1, -2, +1 setPixel(x, y, sum/(radius*radius)); // set blurred pixel } if (x+radius >= x_start) { p = getPixel(x,y); buffer[x%radius] = p; // buffer pixel dif -= 2*p; } } // x } // y } // blur |
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