Calculates gaussian kernel weights and offsets from a binomial distribution and optionally optimize them to be used in a linearly-sampled gaussian blur shader.
For the non-initiated, get up to speed with this great, in-depth article on the subject:
Structure is based on this article. Source code can be found in the
src folder, and tests in the
To install the package, simply execute
➤ pip install -r requirements.txt
tox for the tests. This ensure a clear separation between the development environment and the test environment.
To launch the tests, run the
It first starts with a bunch of checks (
flask8 and others) and then launch the tests using python 2.7/3.
blurninja.py [-h] [--expand EXPAND] [--reduce REDUCE] [--linear] taps -h, --help show the help message and exit --expand EXPAND How much to expand the tap count (expand outermost coefficients) --reduce REDUCE How many taps to discard at borders (eliminate outermost coefficients) --linear Uses linear sampling to compute weights and offsets taps Specify the number of taps (kernel size) [required]
By following the rastergrid's explanations, we can generate the various weights and offsets and testing different results along the way.
As a first example, we choose to define a 9-tap filter kernel by augmenting the row index for later discarding coefficients at borders (we do this to minimize texture lookups for coefficients with little or no effect), this can be computed in this way:
./blurninja.py --expand 2 --reduce 2 9
The output should be something like this (note blurninja will compute only the positive half of both the weights and offsets):
Computing a 9-tap filter kernel (+4/-4) Initial gaussian distribution: [1, 12, 66, 220, 495, 792, 924, 792, 495, 220, 66, 12, 1] Initial 9-tap filter kernel coefficients: weights: ['0.22702703', '0.19459459', '0.12162162', '0.05405405', '0.01621622'] offsets: ['0.00000000', '1.00000000', '2.00000000', '3.00000000', '4.00000000']
I'll leave any explanation to the article in question, instead we are now going to optimize this result for a more efficient gaussian blur. In fact, this is really simple to do, just specify the --linear switch on the command line to have BlurNinja optimize the weights coefficients for you: also look at the offsets, they get properly recomputed in order to correctly produce the desired result with a GL_LINEAR-enabled framebuffer (you already know this optimization revolves around retrieving information on two texels with a single texture fetch, don't you?)
So, let's BlurNinja compute all this for us, just copy the previous command line and specificy the additional --linear switch:
./blurninja.py --linear --expand 2 --reduce 2 9
This time the output should be like this:
Computing a 9-tap filter kernel (+4/-4) (+linear reduction) Initial gaussian distribution: [1, 12, 66, 220, 495, 792, 924, 792, 495, 220, 66, 12, 1] Initial 9-tap filter kernel coefficients: weights: ['0.22702703', '0.19459459', '0.12162162', '0.05405405', '0.01621622'] offsets: ['0.00000000', '1.00000000', '2.00000000', '3.00000000', '4.00000000'] Optimized 5-tap filter kernel coefficients: weights: ['0.22702703', '0.31621622', '0.07027027'] offsets: ['0.00000000', '1.38461538', '3.23076923']
Now look at that! We just halved the number of texture fetches (5 vs. 9), making it a lot more efficient.