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Can anyone suggest a formula to smear and blur cubes on a bitmap?

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#1 Veil   Members   

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Posted 30 May 2012 - 08:36 AM

I am trying to create a blendmap on the CPU once at program start and then used it in the shader.So far I've done the first(left) picture,however I need to smear and blur it like the second(right) picture.The program basically makes a 2d array of random square types(red,green,blue) and paints the 1st picture.Now I have to make it smear and blur,so when used as a blendmap in the game,it would look more smooth and realistic,since squares look ugly.
example.jpg

#2 sjhalayka   Members   

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Posted 30 May 2012 - 09:00 AM

Are you familiar with convolution? Perlin noise? If you'd like an effect kinda (sorta, maybe) like what you've got going in that sample image, I guess you could make a separate, temporary grayscale channel out of Perlin noise and then use the grayscale value at each pixel in that channel as the number of times you'd run a blur filter at that same pixel in the main channels (the RGB channels with the boxes). Just an idea.

Oh, this looks like a good reference:
http://www.jhlabs.com/ip/blurring.html

Wow:
http://www.jhlabs.com/ip/filters/index.html

Edited by taby, 30 May 2012 - 09:05 AM.


#3 Veil   Members   

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Posted 30 May 2012 - 09:51 AM

Are you familiar with convolution? Perlin noise? If you'd like an effect kinda (sorta, maybe) like what you've got going in that sample image, I guess you could make a separate, temporary grayscale channel out of Perlin noise and then use the grayscale value at each pixel in that channel as the number of times you'd run a blur filter at that same pixel in the main channels (the RGB channels with the boxes). Just an idea.

Oh, this looks like a good reference:
http://www.jhlabs.com/ip/blurring.html

Wow:
http://www.jhlabs.co...ters/index.html

Are you familiar with convolution? Perlin noise? If you'd like an effect kinda (sorta, maybe) like what you've got going in that sample image, I guess you could make a separate, temporary grayscale channel out of Perlin noise and then use the grayscale value at each pixel in that channel as the number of times you'd run a blur filter at that same pixel in the main channels (the RGB channels with the boxes). Just an idea.

Oh, this looks like a good reference:
http://www.jhlabs.com/ip/blurring.html

Wow:
http://www.jhlabs.co...ters/index.html


Ok I got it:

The trigonometric functions I tile the squares with
+
Smear
+
Blur




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