RGB blur experiments

I’ve been experimenting with blur and was quite happy about the results so far.

I created classes and shaders that convert simple shapes (imagine a thin curved line with vertices) into thick ones (meshes) with generative masks and photo textures.

The blur is a optimized rewrite of the shaders found at https://github.com/gcorallo/ofxBlurUtils Notice the subtle blue tint of the blurry parts. You can blur separately each RGB channel.

The shapes you see are all created with the same equation (it’s animated). I store a collection of equations on an ArrayList, and then I can morph from one equation to another. For that I use another class I created, which is an 2D point array interpolator. What it does is to give each interpolated point a slightly different start and end times, so you can morph those shapes between different equations unevenly (some parts morph earlier, some parts later).

With an integrated Intel GPU on a laptop it toggles between smooth-ish and slow frame rate (when it gets hot). With a better GPU it animates smoothly.

This is how it looks before any of the magic :slight_smile:


This is cool. My brain doesn’t quite understand what it’s looking at. (I mean that as a compliment.) I’d be curious to see the photo textures you used, or to see a video of the animation in action.

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I will eventually share textures and video, sorry for the delay! I wanted to share some new iterations from the last weeks:


It’s been over a year. Has the time come?

Hi, no time now to clean up the code, make it easier to use or write about it, but here is an early version of the blur: https://github.com/hamoid/Fun-Programming/tree/master/processing/ideas/2018/11/pingPongShader

Also more details about the project: Album cover for Floating Spectrum


ps. And the way to give a line thickness: https://github.com/hamoid/Fun-Programming/tree/master/processing/ideas/2018/11/lineNormals (then each vertex should have a texture coordinate and call texture() to go in the direction of the images above)