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Video Game Blurs (and how the best one works)
How to build realtime blurs on the GPU and how the best blur algorithm works - "Dual Kawase"
Using the GPU in the device you are reading this article on, and the WebGL capability of your browser, we’ll implement realtime blurring techniques and retrace the trade-offs graphics programmers had to make in order to marry two, sometimes opposing, worlds: Mathematical theory and Technological reality. YouTube Video by 3Blue1Brown On a practical level though, understanding where the convolution is, how many there are and what kernels are at play will become more and more difficult, once we leave the realm of classical blurs and consider the wider implications of reading between pixel bounds. KDE Plasma's Blur with noise at max strength ( Source)Uneven interpolation of bright, small light sources (Left), Page 156 from presentation Next Generation Post Processing in Call of Duty: Advanced Warfare by Jorge Jimenez Blur algorithm used for Bloom in video game InsideExcerpt from talk Low Complexity, High Fidelity - INSIDE Rendering by Mikkel Gjoel & Mikkel SvendsenI showcased the bloom use-case a lot.
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