Producers Note: We realize we have pronounced Kawase-san’s name incorrectly in this video and are working on a reshoot.
So, we’ve got a good Gaussian blur implementation but our “getting-hit” in-game effect requires a large blur kernel and our target hardware is a high res mobile device. Gaussian is still a bit too expensive, can we do better? introduced by Masaki Kawase in his GDC2003 presentation “Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)”. Initially used for Bloom effect, it can be generalized to closely match Gauss in appearance.
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