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canmom's avatar

Fun to have such a technical post! The approach of stacking Gaussians at different radii to create a particular falloff is also used in bloom in realtime games now, though often with a more efficient technique like dual kawase blur as the basis rather than a strict Gaussian kernel per se. (Guess what I'm currently implementing in my game haha...)

I think part of the initial problem here might have been doing the bloom in a gamma space, rather than in a HDR linear space prior to tonemapping. Pixels that clip to white might represent different amounts of underlying energy. Working with PBR pipelines in linear space makes bloom look a lot more natural in modern games than the excessive bloom era of the 2000s.

Anyway, nice writeup, really cool seeing people put in the effort when it comes to compositing. Perhaps aspects of the 'classic anime look' can return outside of just nostalgia pieces... a girl can hope, anyway.

spktra's avatar

Thanks John & Jules for letting me write about this for everyone!

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