the radius determines the pixel for which the sigma is used.
once you are on the edges of the kernel (gauss curve approaches 0),
you can stop blurring.
this will be around 2.5 - 3 times sigma.
the correct sigma depends on the effect intended,
try different sigmas ranging from 2-15 and radius = 2.
Hello René,
also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.
The default values in the osgPPU hdr example are sigma = 4.0 and radius
= 7.0, however I have not seen a difference between radius = 7.0, 15.0
a
I don't think there are other textures involved to add MSAA to..
two other blur units before the UnitInResampleOut could help yes,
also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.
grtz,
René
2011/11/24 Jean
Hello René,
maybe multisampling can reduce the problem.
The screenshot was with 4x MSAA active (in the camera->attach(...) call
of the HDR code, where we bind a texture to the main scene camera which
is then passed to the first unit in the osgPPU pipeline).
Perhaps you're suggesting I enab
Hi,
maybe multisampling can reduce the problem.
using osgPPU hdr I noticed small details with high frequency (distant
lights) appearing and disappearing.
mutlisampling reduced these artifacts.
(It did however cause a one frame delay, which isn't very noticable until
you use a request redraw viewe
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