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Video Game Blurs (and how the best one works)

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FrostKiwi

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Description

Video Game Blurs (and how the best one works) is an interactive graphics article on FrostKiwi's Secrets that teaches realtime blur algorithms in the browser with WebGL demos, written as a Summer of Math Exposition submission in September 2025.

It starts from post-process framebuffers and covers box blur, kernels, Gaussian and separable Gaussians, frequency-domain low-pass intuition, bilinear tricks, and downsampling. It then presents Kawase blur and Dual Kawase blur as described by Marius Bjorge of ARM at SIGGRAPH 2015, including downsample and upsample patterns, timing, and production notes such as upsample skip steps.

It is for intermediate graphics programmers and mathematically curious readers. Coding background is not required to follow the demos, while shader source stays visible.

Access is a free web article with live canvases, tunable parameters, FPS timing, and GLSL beside each stage. No account is required.

It is useful as an end-to-end path from naive averaging blurs to Dual Kawase techniques used for bloom and frosted UI, with measurable browser cost trade-offs.