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Re: Filter Templates

From: Dean Jackson <dino@apple.com>
Date: Thu, 24 Feb 2011 15:13:12 -0800
Cc: robert@ocallahan.org, Rik Cabanier <cabanier@adobe.com>, Cameron McCormack <cam@mcc.id.au>, Brad Kemper <brad.kemper@gmail.com>, www-style list <www-style@w3.org>, "public-fx@w3.org" <public-fx@w3.org>
Message-Id: <C3DD5761-10B9-40E2-B35B-E5C0C2301061@apple.com>
To: Rik Cabanier <cabanier@gmail.com>

On Feb 24, 2011, at 3:06 PM, Rik Cabanier wrote:

> 
> 
> On Thu, Feb 24, 2011 at 2:54 PM, Robert O'Callahan <robert@ocallahan.org> wrote:
> On Fri, Feb 25, 2011 at 10:25 AM, Dean Jackson <dino@apple.com> wrote:
> 
> On Feb 24, 2011, at 12:43 PM, Rik Cabanier wrote:
> 
>> 
>> the CSS could look like:
>>    filter: url(dropshadow.pbk) param1 param2;
>> For transitions or animations, the parameters would be allowed to change.
>> 
>> Rik
> 
>  
> If we're going to refer to external resources that define complex filters, why not just build on top of SVG filters?
> 
>  
> Is it possible to implement hardware acceleration for SVG filters? I'm not an expert on the subject but it seems that some of the filters would be very hard to write as a shaders.

That's a hard question to answer. What hardware? SVG filters could be a long combination of simple effects, requiring multiple rendering passes (ie. too big for a single shader). Some combinations simply might not work on existing hardware.

But that's really not specific to SVG. I'm pretty sure one could write a PixelBender shader that can't be accelerated on today's mobile GPUs. Same with Rob's feGL element.

The (admittedly long) list of effects I gave were all things I believe could be accelerated on the majority of today's hardware. Again, if you did something like filter: sepia hueRotate(45deg) motionBlur(10, 10, 20) mosaic(5, 5) you're probably going to have difficulty.

Dean
Received on Thursday, 24 February 2011 23:16:18 GMT

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