▲ | chrismorgan 2 days ago | ||||||||||||||||
The backdrop blur is unrelated to the surface properties of the elements underneath: it’s about the frosted glass refracting light, and some of that light it refracts comes from beyond its bounding box, which a naive backdrop-blur won’t observe. | |||||||||||||||||
▲ | andrewmcwatters a day ago | parent [-] | ||||||||||||||||
Frosted glass doesn’t pass through light of objects that are simply near by it. It doesn’t make physical sense. I understand the defect, but neither does this solution correctly fix the problem. Note the circle before it intersects with the rect, without accounting for pixels beyond the bounds, the blur is incorrect because the kernel doesn’t take into effect the circle. Note the blur after extending the kernel beyond the visible bounds. While the blur is correct, the albedo of the shape passing through the rect no longer makes sense. The circle is not emissive, and yet despite this, you see the blur of the circle behind the rectangle without it intersecting in a full-bright environment. Why can we assume the environment is full-bright? Because there is no lighting. Only albedo. Neither are correct. | |||||||||||||||||
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