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#kuwaharafilter#shaders#imageprocessing

This is the Kuwahara Filter

Acerola

314K subscribers • 11 videos on Hallway

YouTube

Intermediate. Assumes working knowledge.

556K views3 years ago2 recommendations

Graphics and audioRenderingCreative coding

Garrett Gunnell explains the history, math, and implementation of the Kuwahara filter for artistic post-processing and denoising.

30 years ago a man attempted to denoise medical imagery and unknowingly set off a chain reaction of research developments leading to a modern day post processing effect that transforms images into paintings, but how did he do it? Download my GShade shader pack! github.com/GarrettGunnell/AcerolaFX/wiki Patreon: patreon.com/acerola_t Twitter: twitter.com/Acerola_t Twitch: twitch.tv/acerola_t Code: github.com/GarrettGunnell/Post-Processing/tree/main/Assets/K… Join My Discord Server! discord.gg/FxGQvbfm6Y References: Anisotropic Kuwahara Filtering on the GPU - GPU Pro umsl.edu/~kangh/Papers/kang-tpcg2010.pdf Music: Joy - Persona 3 Tranquility - Persona 3 Crisis - Persona 3 During The Test - Persona 3 Afternoon Break - Persona 3 This Mysterious Feeling - Persona 3 Muscle Blues - Persona 4 Like A Dream Come True - Persona 4 Dead End Chaos Theatre - Earthbound Climax Return - Danganronpa Gold Falls Casino - HuniePop Lucky Day - Jingle Punks arrow in thumbnail drawn by thlurp Thanks for watching! This video is dedicated to my friend, Alotryx. #acerola #graphics #gamedev #unity3d #graphics #shaders

Why it's here

2 people recommend this

What people say. Highly recommended as an excellent resource for understanding and implementing the Kuwahara filter in shaders.

u/warampedin r/GraphicsProgramming • Recommends

On “First Kuwahara's filter Implemetation”

If you haven't seen it yet, I'd definitely watch this: link to this video

u/shadowndacornerin r/GraphicsProgramming • Recommends

On “How could this effect be replicated in a shader?”

If you're looking to replicate it as a still, on top of dithering, one thing I'd suggest is to implement something like PCF shadows and SSAO, but only use a single texture sample. I think that could help to get the stippled shadow effects. Though it wouldn't really work in motion. You should also look into the Kuwahara filter. This video is a _great_ resource for that. That being said, I think a lot of the style would come from the assets you feed into it rather than the shading.