- From: Sebastian Zartner via GitHub <sysbot+gh@w3.org>
- Date: Sat, 26 Aug 2023 21:41:22 +0000
- To: public-css-archive@w3.org
> In practice blurs are accomplished with a triple [box blur](https://en.wikipedia.org/wiki/Box_blur) of an appropriate kernel size (about 1/3 of the spread radius, I think?), because this is a very cheap and reasonable approximation of a gaussian blur. Thanks for the insights! > We could do different x and y blurs by just adjusting the kernel size appropriately, I suppose. But adjusting the blur across a single axis would require a totally different approach. If the only use-case is "get slightly better at approximating a physical light source", I'm not sure it would be worthwhile; the shadow still won't be physically accurate. The main use case are the aforementioned smear effects by providing two different radii for the horizontal and vertical axis. Example: ![Box shadow with two different blur radii for the horizontal and vertical axis](https://github.com/w3c/csswg-drafts/assets/958943/bc336dc0-74ff-4db2-b7f3-b558be2cf735) And the goal of allowing _four_ different radii is rather to approximate point light shadows. Physically accurate ones are out of scope of this proposal (but are an interesting idea). Sebastian -- GitHub Notification of comment by SebastianZ Please view or discuss this issue at https://github.com/w3c/csswg-drafts/issues/9125#issuecomment-1694506925 using your GitHub account -- Sent via github-notify-ml as configured in https://github.com/w3c/github-notify-ml-config
Received on Saturday, 26 August 2023 21:41:25 UTC