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    copied!<ol> <li><p>I found <em><a href="http://incubator.quasimondo.com/processing/gaussian_blur_1.php" rel="noreferrer">Quasimondo : Incubator : Processing : Fast Gaussian Blur</a></em>. This method contains a lot of approximations like using integers and look up tables instead of floats and floating point divisions. I don't know how much speedup that is in modern Java code.</p></li> <li><p><em><a href="http://www.stereopsis.com/shadowrect/" rel="noreferrer">Fast Shadows on Rectangles</a></em> has an approximating algorithm using <a href="http://en.wikipedia.org/wiki/B-spline" rel="noreferrer">B-splines</a>. </p></li> <li><p><em><a href="http://www.cnblogs.com/Dah/archive/2007/03/30/694527.html" rel="noreferrer">Fast Gaussian Blur Algorithm in C#</a></em> claims to have some cool optimizations.</p></li> <li><p>Also, <em><a href="http://www.geometrictools.com/Documentation/FastGaussianBlur.pdf" rel="noreferrer">Fast Gaussian Blur</a></em> (PDF) by David Everly has a fast method for Gaussian blur processing.</p></li> </ol> <p>I would try out the various methods, benchmark them and post the results here.</p> <p>For my purposes, I have copied and implemented the basic (process X-Y axis independently) method and David Everly's <em>Fast Gaussian Blur</em> method from the Internet. They differ in parameters, so I couldn't compare them directly. However the latter goes through much fewer number of iterations for a large blur radius. Also, the latter is an approximate algorithm.</p>
 

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