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Draft PR for the bokeh blur effect (updated) #840
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Codecov Report
@@ Coverage Diff @@
## master #840 +/- ##
==========================================
- Coverage 88.87% 88.64% -0.24%
==========================================
Files 1015 1018 +3
Lines 44240 44357 +117
Branches 3202 3208 +6
==========================================
Hits 39319 39319
- Misses 4200 4317 +117
Partials 721 721
Continue to review full report at Codecov.
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1 similar comment
Codecov Report
@@ Coverage Diff @@
## master #840 +/- ##
==========================================
- Coverage 88.87% 88.64% -0.24%
==========================================
Files 1015 1018 +3
Lines 44240 44357 +117
Branches 3202 3208 +6
==========================================
Hits 39319 39319
- Misses 4200 4317 +117
Partials 721 721
Continue to review full report at Codecov.
|
|
Continues in #842 with a work in progress implementation. |
Prerequisites
Description
Follow up from #837 - with some minor updates:
• I've added the
Complex64type, which uses thefloatfor the real and imaginary components, to save memory and processing time.• Following advice from @antonfirsov, I've added a caching system in the
BokehBlurProcessorclass, so that the kernel parameters and values can be cached and reused across multiple instances using the same initialization parameters.I need some guidance on how to proceed with the actual convolution pass (I mean, on how to properly structure it following your repo guidelines and coding style), and on eventual optimization steps I need to be aware of while writing this down (especially with the various pixel operations). Unlike with the other blur effects, both convolution passes here produce a
Complex64result, so some changes are needed in both the custom convolution 2 pass processor we'll need, as well as the actual 1D convolution code to be added to the helper class.