I was about to write the same email (thank you Vade).  Thank you Miroslaw, but 
yes - what you're doing is more of a diffusion - blending between a blurred and 
clean image...

I think I get it now. The degree of blur is determined by how much a pixel is 
averaged with its surrounding pixels. If you control that with a value from a 
mask image, you will have a compound blur...

Patrick


On Aug 13, 2010, at 1:12 PM, vade wrote:

> Blending between a blurred and un-blurred image does not produce a variable 
> width blur. You would need n number of blurred images to do that, where n 
> number of images.
> 
> What you do is blur a variable amount. :
> 
> Note the difference in the top blur (our compound blur)
> 
> and the mixing between a blurred and non blurred image
> 
> http://i.imgur.com/TjCZY.png
> 
> http://vade.info/CompoundBlur.mov
> 
> Im sorry but I cannot disclose our algorithm, but if you research how to do a 
> fixed width convolution kernel blur (box or gaussian), separate it (for speed 
> and cleanliness) it should be apparent how an additional sampler input can 
> modulate a uniform float input :)
> 
> As for the note about mip mapping, that is certainly a fast approach, and 
> mip-mapping is possible within QC if you use the Image Texturing Properties 
> patch. Note howeveer that forces GL_TEXTURE_2D (as rect is default in core 
> image/video and Quartz Composer), can mean some patches act very odd with an 
> image input thats 2D (or flat out fail if its a 3rd party QC input and they 
> dont check the [self.inputImage textureTarget] value when binding. Just 
> saying, it act odd, but really should not :)
> 
> On Aug 13, 2010, at 2:08 PM, Miroslaw Rusin wrote:
> 
> 
> 
>> what's the algorithm for compound blur then?
>> 
>> attached demo with example pics from 
>> http://livedocs.adobe.com/en_US/AfterEffects/8.0/help.html?content=WS3878526689cb91655866c1103a9d3c597-7baa.html
>> 
>> top-right corner picture is generated
>> 
>> all in "Compound Blur" macro if you want to copy-paste in your composition
>> 
>> also added blurred img cropping; you can change gaussian blur to something 
>> else if you like as well
>> 
>> M
>> 
>> <compound-2.qtz>
>> 
>> On 13 Aug 2010, at 16:28, Stonewall Ballard wrote:
>> 
>>> A constant blur with a modulated blend produces a different effect than a 
>>> true compound blur. I don't know about doing this in QC, but for other 
>>> work, I use a mip-map or a summed area table. Can you get at a mip-map in 
>>> QC?
>>> 
>>> - Stoney
>>> 
>>> On Aug 12, 2010, at 2:48 PM, vade wrote:
>>> 
>>>> Thats totally not rendering correct for me, nor is it the best way of 
>>>> handling it. You can do it in a single custom core image filter. Im not 
>>>> able to hand out code, but read up on separable convolution kernels, and 
>>>> get it working for a constant amount for the entire image, and then 
>>>> modulate that amount by the intensity (a dot product) of a second sampler. 
>>>> Also you will need to pay attention to destination coordinates in core 
>>>> image, ie, ROI and DOD since you are handling multiple input images and 
>>>> samplerCoord may not be correct depending on your GPU, and size of input 
>>>> image.
>>>> 
>>>> On Aug 12, 2010, at 2:11 PM, Miroslaw Rusin wrote:
>>>> 
>>>>> 
>>>>> <compound.qtz>
>>>>> 
>>>>> <Screen shot 2010-08-12 at 20.09.49.png>
>>>>> 
>>>>>> 
>>>>>> There are often times where I want to blur an image based on a mask and 
>>>>>> simply using the mask to blend a blurred and a clean version of the 
>>>>>> image is not enough - I want to blur the image more or less, based on 
>>>>>> the intensity of the mask. Performance always matters, but quality is 
>>>>>> more important... HD in realtime is probably not doable, I'm thinking... 
>>>>>> so processing and rendering will be acceptable levels of performance...
>>>>>> 
>>>>>> Patrick
>>>>>> 
>>>>>> P.S. - I did mean Quartz Composer
>>> 
>>> -- 
>>> Stonewall Ballard 
>>> [email protected]           http://stoney.sb.org/
>>> 
>> 
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