SVG is language for describing vector graphics, however it's typically rendered on raster displays. SVG filter effects is a way of processing the generated raster image before it's displayed.
Although originally designed for use in SVG, filter effects are defined in XML and are accessed via a presentation property, and therefore could be used in other environments, such as HTML styled with CSS and XSL:FO.
This document defines the markup used by SVG filters.
This section describes the status of this document at the time of its publication. Other documents may supersede this document. The latest status of this document series is maintained at the W3C.
This document is the first public working draft of this specification. There is an accompanying SVG Filters 1.2, Part 1: Primer that lists the ways SVG filters may be used.
This document has been produced by the W3C SVG Working Group as part of the W3C Graphics Activity within the Interaction Domain.
We explicitly invite comments on this specification. Please send them to www-svg@w3.org (archives). Acceptance of the archiving policy is requested automatically upon first post to the list. To subscribe to the list send an email to www-svg-request@w3.org with the word subscribe in the subject line.
The latest information regarding patent disclosures related to this document is available on the Web. As of this publication, the SVG Working Group are not aware of any royalty-bearing patents they believe to be essential to SVG.
Publication of this document does not imply endorsement by the W3C membership. A list of current W3C Recommendations and other technical documents can be found at http://www.w3.org/TR/. W3C publications may be updated, replaced, or obsoleted by other documents at any time. It is inappropriate to cite a W3C Working Draft as anything other than a work in progress."
This draft of SVG Filters is essentially the filter chapter from SVG 1.1. One of the goals is that this specification can be re-used more easily by other specifications that want to have filter effects. Some things that have been changed are: error handling is more similar to SVG Tiny 1.2, the addition of a 'feDropShadow' filter primitive and the possibility to filter bitmap data with the DOM.
The main purpose of this document is to encourage public feedback. The best way to give feedback is by sending an email to www-svg@w3.org. Please include some kind of keyword that identifies the area of the specification the comment is referring to in the subject line of your message (e.g "Section X.Y - the 'filter' property" or "Filtering primitive handling"). If you have comments on multiple areas of this document, then it is probably best to split those comments into multiple messages.
The public are welcome to comment on any aspect in this document, but there are a few areas in which the SVG Working Group are explicitly requesting feedback. These areas are noted in place within this document. There is also a specific area related to the specification that is listed here:
This chapter describes a declarative filter effects feature set, which when combined with the other web technologies, like SVG or HTML, can describe much of the common artwork on the Web in such a way that client-side generation and alteration can be performed easily. In addition, the ability to apply filter effects to SVG graphics elements and container elements helps to maintain the semantic structure of the document, instead of resorting to images which aside from generally being a fixed resolution tend to obscure the original semantics of the elements they replace. This is especially true for effects applied to text. The various usage scenarios are listed in the SVG Filters Requirements document.
Note that even though this specification references parts of SVG 1.1 it does not require a complete SVG 1.1 implementation.
This document is normative.
This document contains explicit conformance criteria that overlap with some RNG definitions in requirements. If there is any conflict between the two, the explicit conformance criteria are the definitive reference.
A filter effect consists of a series of graphics operations that are applied to a given source graphic to produce a modified graphical result. The result of the filter effect is rendered to the target device instead of the original source graphic. The following illustrates the process:
View this example as
SVG (SVG-enabled browsers only)
When used in this specification, terms have the meanings assigned in this section.
The description of the 'filter element' element follows:
Attribute definitions:
Properties inherit into the 'filter element' element from its ancestors; properties do not inherit from the element referencing the 'filter element' element.
'filter element' elements are never rendered directly; their only usage is as something that can be referenced using the 'filter property' property. The 'display' property does not apply to the 'filter element' element; thus, 'filter element' elements are not directly rendered even if the 'display' property is set to a value other than none, and 'filter element' elements are available for referencing even when the 'display' property on the 'filter element' element or any of its ancestors is set to none.
The description of the 'filter' property is as follows:
If a 'filter property' property references a non-existent object or the referenced object is not a 'filter element' element, then the null filter will be applied instead.
A 'filter element' element can define a region on the canvas to which a given filter effect applies and can provide a resolution for any intermediate continuous tone images used to process any raster-based filter primitives.
In SVG 1.1, a filter defines the area upon which it applies. This makes it difficult to develop a generic filter that can be applied to arbitrary graphics, since the filter must define a large enough area to cover any graphical object to which it is applied. An example of this is a generic "drop shadow" filter, which is commonly specified as a combination of a Gaussian blur 'feGaussianBlur') that is offset 'feOffset') and then composed 'feComposite') with the original source graphic. Since the shadow has to extend beyond the original graphic's boundaries, the filter must be defined to have a larger area than the original graphic. Overestimating this margin has a negative effect on performance, since the complex filter operation has to touch a larger amount of user space (ie. pixels).
In order to solve this problem this spec allows additional control over the filter region. The outer filter region is expressed by delta to the 'x', 'y', 'width', 'height' of the input filter region.
In particular, the 'filter/filterMarginUnits', 'filter/primitiveMarginUnits', 'mx', 'my', 'mw' and 'mh' are added to the 'filter element' element. The 'filter/filterMarginUnits' specifies the coordinate space of the margin attributes, which are used to increase or decrease the 'filter element' element's 'x', 'y', 'width' and 'height' attributes (once they have been calculated). The 'filter/primitiveMarginUnits' specifies the units for the new margin attributes on the filter primitives, also named 'mx', 'my', 'mw', 'mh'. These margins attribute override those set on the parent 'filter element' element. Note that this doesn't mean that a 'filter primitive' can expand the filter region itself, just that the coordinate system used for filter primitive's margin attributes can be different than the one used for the margin attributes on the 'filter element' element.
An example of the new attributes, which defines a generic drop shadow filter:
<filter id="dropShadow" x="0" y="0" width="1" height="1" filterMarginUnits="userSpaceOnUse" mx="0" my="0" mw="5" mh="5" > <feGaussianBlur stdDeviation="2" in="SourceAlpha" /> <feOffset dx="2" /> <feMerge> <feMergeNode /> <feMergeNode in="SourceGraphic" /> </feMerge> </filter>
In the above example, the filter region by default covers the entire bounds of the object (which is not enough to show the shadow). Adding the new margins extends the width and height by 5 user units each, which is always enough to display the blur (which has a standard deviation of 2 user units) and offset (which is another 2 units).
The 'filter element' element has the following attributes which work together to define the filter effects region:Defines the coordinate system for attributes 'x', 'y', 'width', 'height'.
If filterUnits="userSpaceOnUse", 'x', 'y', 'width', 'height' represent values in the current user coordinate system in place at the time when the 'filter element' element is referenced (i.e., the user coordinate system for the element referencing the 'filter element' element via a 'filter property' property).
If filterUnits="objectBoundingBox", then 'x', 'y', 'width', 'height' represent fractions or percentages of the bounding box on the referencing element (see object bounding box units).
The lacuna value for 'filterUnits' is objectBoundingBox.
Animatable: yes.
These attributes define a rectangular region on the canvas to which this filter applies.
The amount of memory and processing time required to apply the filter are related to the size of this rectangle and the 'filterRes' attribute of the filter.
The coordinate system for these attributes depends on the value for attribute 'filterUnits'.
The bounds of this rectangle act as a hard clipping region for each filter primitive included with a given 'filter element' element; thus, if the effect of a given filter primitive would extend beyond the bounds of the rectangle (this sometimes happens when using a 'feGaussianBlur' filter primitive with a very large 'feGaussianBlur/stdDeviation'), parts of the effect will get clipped.
The lacuna value for 'x' and 'y' is -10%.
The lacuna value for 'width' and 'height' is 120%.
Negative or zero values for 'width' or 'height' disable rendering of the element which referenced the filter.
Animatable: yes.
Defines the coordinate system for attributes 'mx', 'my', 'mw', 'mh'.
If filterMarginUnits="userSpaceOnUse", 'mx', 'my', 'mw', 'mh' represent values in the current user coordinate system in place at the time when the 'filter element' element is referenced (i.e., the user coordinate system for the element referencing the 'filter element' element via a 'filter property' property).
If filterMarginUnits="objectBoundingBox", then 'mx', 'my', 'mw', 'mh' represent fractions or percentages of the 'bounding box' on the referencing element (see object bounding box units).
The lacuna value for 'filterMarginUnits' is userSpaceOnUse.
Animatable: yes.
Defines the deltas to the 'x', 'y', 'width', 'height' of the filter region.
After the 'x', 'y', 'width', 'height' have been calculated for the filter region the 'mx', 'my', 'mw', 'mh' are calculated and added to the filter region. If the resulting filter region has a negative or zero width or height, the rendering of the element which referenced the filter is disabled.
The coordinate system for these attributes depends on the value for attribute 'filterMarginUnits'.
The lacuna value for 'mx', 'my', 'mw' and 'mh' is 0.
Animatable: yes.
Defines the width and height of the intermediate images in pixels. If not provided, then a reasonable default resolution appropriate for the target device will be used. (For displays, an appropriate display resolution, preferably the current display's pixel resolution, is the default. For printing, an appropriate common printer resolution, such as 1200dpi, is the default.)
Care should be taken when assigning a non-default value to this attribute. Too small of a value may result in unwanted pixelation in the result. Too large of a value may result in slow processing and large memory usage.
Negative or zero values disable rendering of the element which referenced the filter.
Animatable: yes.
Note that both of the two possible value for 'filterUnits' (i.e., objectBoundingBox and userSpaceOnUse) result in a filter region whose coordinate system has its X-axis and Y-axis each parallel to the X-axis and Y-axis, respectively, of the user coordinate system for the element to which the filter will be applied.
Sometimes implementers can achieve faster performance when the filter region can be mapped directly to device pixels; thus, for best performance on display devices, it is suggested that authors define their region such that the user agent can align the filter region pixel-for-pixel with the background. In particular, for best filter effects performance, avoid rotating or skewing the user coordinate system. Explicit values for attribute 'filterRes' can either help or harm performance. If 'filterRes' is smaller than the automatic (i.e., default) filter resolution, then filter effect might have faster performance (usually at the expense of quality). If 'filterRes' is larger than the automatic (i.e., default) filter resolution, then filter effects performance will usually be slower.
Two possible pseudo input images for filter effects are BackgroundImage and BackgroundAlpha, which each represent an image snapshot of the canvas under the filter region at the time that the 'filter' element is invoked. BackgroundImage represents both the color values and alpha channel of the canvas (i.e., RGBA pixel values), whereas BackgroundAlpha represents only the alpha channel.
Implementations will often need to maintain supplemental background image buffers in order to support the BackgroundImage and BackgroundAlpha pseudo input images. Sometimes, the background image buffers will contain an in-memory copy of the accumulated painting operations on the current canvas.
Because in-memory image buffers can take up significant system resources, content must explicitly indicate to the user agent that the document needs access to the background image before BackgroundImage and BackgroundAlpha pseudo input images can be used.
A background image is what's been rendered before the current element.The property which enables access to the background image is 'enable-background':
Value: | accumulate | new [ <x> <y> <width> <height> ] | inherit |
Initial: | accumulate |
Applies to: | Typically elements that can contain renderable elements. Host language is responsible for defining the applicable set of elements. For SVG: container elements |
Inherited: | no |
Percentages: | N/A |
Media: | visual |
Animatable: | no |
'enable-background' is only applicable to container elements and specifies how the SVG user agent manages the accumulation of the background image.
A value of new indicates two things:
A meaning of enable-background: accumulate (the initial/default value) depends on context:
If a filter effect specifies either the BackgroundImage or the BackgroundAlpha pseudo input images and no ancestor container element element has a property value of 'enable-background:new', then the background image request is technically in error. Processing will proceed without interruption (i.e., no error message) and a transparent black image shall be provided in response to the request.
The optional <x>,<y>,<width>,<height> ISSUE: define the type of each of these, probably <number> parameters on the new value indicate the subregion of the container element element to which 'enable-background' applies' user space where access to the background image is allowed to happen. These parameters enable the user agent potentially to allocate smaller temporary image buffers than the default values, which might require the user agent to allocate buffers as large as the current viewport. Thus, the values <x>,<y>,<width>,<height> act as a clipping rectangle on the background image canvas. If more than zero but less than four of the values <x>,<y>,<width> and <height> are specified or if negative or zero values are specified for <width> or <height>, BackgroundImage and BackgroundAlpha are processed as if background image processing were not enabled.
This section only applies to the SVG definition of enable-background.
Assume you have an element E in the document and that E has a series of ancestors A1 (its immediate parent), A2, etc. (Note: A0 is E.) Each ancestor Ai will have a corresponding temporary background image offscreen buffer BUFi. The contents of the background image available to a 'filter' referenced by E is defined as follows:
The example above contains five parts, described as follows:
This section describes the various filter primtives that can be assembled to achieve a particular filter effect.
Unless otherwise stated, all image filters operate on premultiplied RGBA samples. Filters which work more naturally on non-premultiplied data ('feColorMatrix' and 'feComponentTransfer') will temporarily undo and redo premultiplication as specified. All raster effect filtering operations take 1 to N input RGBA images, additional attributes as parameters, and produce a single output RGBA image.
The RGBA result from each filter primitive will be clamped into the allowable ranges for colors and opacity values. Thus, for example, the result from a given filter primitive will have any negative color values or opacity values adjusted up to color/opacity of zero.
The color space in which a particular filter primitive performs its operations is determined by the value of property 'color-interpolation-filters' on the given filter primitive. A different property, 'color-interpolation' determines the color space for other color operations. Because these two properties have different initial values ('color-interpolation-filters' has an initial value of linearRGB whereas 'color-interpolation' has an initial value of sRGB), in some cases to achieve certain results (e.g., when coordinating gradient interpolation with a filtering operation) it will be necessary to explicitly set 'color-interpolation' to linearRGB or 'color-interpolation-filters' to sRGB on particular elements. Note that the examples below do not explicitly set either 'color-interpolation' or 'color-interpolation-filters', so the initial values for these properties apply to the examples.
Sometimes filter primitives result in undefined pixels. For example, filter primitive 'feOffset' can shift an image down and to the right, leaving undefined pixels at the top and left. In these cases, the undefined pixels are set to transparent black.
The following attributes are available for most of the filter primitives:
Attribute definitions:
The minimum x coordinate for the subregion which restricts calculation and rendering of the given filter primitive. See filter primitive subregion.
The lacuna value for x is 0%.
Animatable: yes.
The minimum y coordinate for the subregion which restricts calculation and rendering of the given filter primitive. See filter primitive subregion.
The lacuna value for y is 0%.
Animatable: yes.
The width of the subregion which restricts calculation and rendering of the given filter primitive. See filter primitive subregion.
A negative or zero value disables the effect of the given filter primitive (i.e., the result is a transparent black image).
The lacuna value for width is 100%.
Animatable: yes.
The height of the subregion which restricts calculation and rendering of the given filter primitive. See filter primitive subregion.
A negative or zero value disables the effect of the given filter primitive (i.e., the result is a transparent black image).
The lacuna value for height is 100%.
Animatable: yes.
The margin delta for the x coordinate of the subregion which restricts calculation and rendering of the given filter primitive, see filter primitive subregion.
The lacuna value for mx is 0.
Animatable: yes.
The margin delta for the y coordinate of the subregion which restricts calculation and rendering of the given filter primitive, see filter primitive subregion.
The lacuna value for my is 0.
Animatable: yes.
The margin delta for the width of the subregion which restricts calculation and rendering of the given filter primitive, see filter primitive subregion.
The lacuna value for mw is 0.
Animatable: yes.
The margin delta for the height of the subregion which restricts calculation and rendering of the given filter primitive, see filter primitive subregion.
The lacuna value for mh is 0.
Animatable: yes.
Assigned name for this filter primitive. If supplied, then graphics that result from processing this filter primitive can be referenced by an 'in' attribute on a subsequent filter primitive within the same 'filter element' element. If no value is provided, the output will only be available for re-use as the implicit input into the next filter primitive if that filter primitive provides no value for its 'in' attribute.
Note that a <filter-primitive-reference> is not an XML ID; instead, a <filter-primitive-reference> is only meaningful within a given 'filter element' element and thus have only local scope. It is legal for the same <filter-primitive-reference> to appear multiple times within the same 'filter element' element. When referenced, the <filter-primitive-reference> will use the closest preceding filter primitive with the given result.
Animatable: yes.
Identifies input for the given filter primitive. The value can be either one of six keywords or can be a string which matches a previous 'feBlend/result' attribute value within the same 'filter element' element. If no value is provided and this is the first filter primitive, then this filter primitive will use SourceGraphic as its input. If no value is provided and this is a subsequent filter primitive, then this filter primitive will use the result from the previous filter primitive as its input.
If the value for result appears multiple times within a given 'filter element' element, then a reference to that result will use the closest preceding filter primitive with the given value for attribute 'feBlend/result'. Forward references to results are not allowed, and will be treated as if no result was specified.
Definitions for the six keywords:
This keyword represents the graphics elements that were the original input into the 'filter element' element. For raster effects filter primitives, the graphics elements will be rasterized into an initially clear RGBA raster in image space. Pixels left untouched by the original graphic will be left clear. The image is specified to be rendered in linear RGBA pixels. The alpha channel of this image captures any anti-aliasing specified by SVG. (Since the raster is linear, the alpha channel of this image will represent the exact percent coverage of each pixel.)
This keyword represents the graphics elements that were the original input into the 'filter element' element. SourceAlpha has all of the same rules as SourceGraphic except that only the alpha channel is used. The input image is an RGBA image consisting of implicitly black color values for the RGB channels, but whose alpha channel is the same as SourceGraphic.
If this option is used, then some implementations might need to rasterize the graphics elements in order to extract the alpha channel.
This keyword represents an image snapshot of the canvas under the filter region at the time that the 'filter element' element was invoked. See accessing the background image.
Same as BackgroundImage except only the alpha channel is used. See SourceAlpha and accessing the background image.
This keyword represents the target element rendered filled.
The FillPaint image has conceptually infinite extent. Frequently this image is opaque everywhere, but it might not be if the "paint" itself has alpha, as in the case of a gradient or pattern which itself includes transparent or semi-transparent parts.
This keyword represents the target element rendered stroked.
The StrokePaint image has conceptually infinite extent. Frequently this image is opaque everywhere, but it might not be if the "paint" itself has alpha, as in the case of a gradient or pattern which itself includes transparent or semi-transparent parts.
Animatable: yes.
All filter primitives have attributes 'x', 'y', 'width' and 'height', and 'mx', 'my', 'mw' and 'mh', which together identify a subregion which restricts calculation and rendering of the given filter primitive. The 'x', 'y', 'width' and 'height' attributes are defined according to the same rules as other filter primitives' coordinate and length attributes and thus represent values in the coordinate system established by attribute 'filter/primitiveUnits' on the 'filter element' element. The 'mx', 'my', 'mw' and 'mh' attributes contain deltas to the corresponding 'x', 'y', 'width' and 'height' attributes and contain values in the coordinate system established by attribute 'filter/primitiveMarginUnits' on the 'filter element' element.
'x', 'y', 'width' and 'height' default to the union (i.e., tightest fitting bounding box) of the subregions defined for all referenced nodes. If there are no referenced nodes (e.g., for 'feImage' or 'feTurbulence'), or one or more of the referenced nodes is a standard input (one of SourceGraphic, SourceAlpha, BackgroundImage, BackgroundAlpha, FillPaint or StrokePaint), or for 'feTile' (which is special because its principal function is to replicate the referenced node in X and Y and thereby produce a usually larger result), the default subregion is 0%, 0%, 100%, 100%, where percentages are relative to the dimensions of the filter region.
After the x, y, width, height have been calculated for the filter primitive subregion the margin attributes mx, my, mw, mh are calculated and added to the former to make the filter primitive subregion. If the filter primitive subregion has a negative or zero width or height, the effect of the filter primitive is disabled.
The filter primitive subregion act as a hard clip clipping rectangle for the filter primitive.
All intermediate offscreens are defined to not exceed the intersection of the filter primitive subregion with the filter region. The filter region and any of the filter primitive subregions are to be set up such that all offscreens are made big enough to accommodate any pixels which even partly intersect with either the filter region or the filter primitive subregions.
'feTile' references a previous filter primitive and then stitches the tiles together based on the filter primitive subregion of the referenced filter primitive in order to fill its own filter primitive subregion.
In the example above there are three rects that each have a cross and a circle in them. The circle element in each one has a different filter applied, but with the same filter primitive subregion. The filter output should be limited to the filter primitive subregion, so you should never see the circles themselves, just the rects that make up the filter primitive subregion.
The following sections define the elements that define a light source, 'feDistantLight', 'fePointLight' and 'feSpotLight', and property 'lighting-color', which defines the color of the light.
Attribute definitions:
Attribute definitions:
Attribute definitions:
The 'lighting-color' property defines the color of the light source for filter primitives 'feDiffuseLighting' and 'feSpecularLighting'.
Value: | currentColor | <color> [<icccolor>] | inherit |
Initial: | white |
Applies to: | 'feDiffuseLighting' and 'feSpecularLighting' elements |
Inherited: | no |
Percentages: | N/A |
Media: | visual |
Animatable: | yes |
This filter composites two objects together using commonly used imaging software blending modes. It performs a pixel-wise combination of two input images.
Attribute definitions:
For all feBlend modes, the result opacity is computed as follows:
qr = 1 - (1-qa)*(1-qb)
For the compositing formulas below, the following definitions apply:
image A = in image B = in2 cr = Result color (RGB) - premultiplied qa = Opacity value at a given pixel for image A qb = Opacity value at a given pixel for image B ca = Color (RGB) at a given pixel for image A - premultiplied cb = Color (RGB) at a given pixel for image B - premultiplied
The following table provides the list of available image blending modes:
Image Blending Mode | Formula for computing result color |
normal | cr = (1 - qa) * cb + ca |
multiply | cr = (1-qa)*cb + (1-qb)*ca + ca*cb |
screen | cr = cb + ca - ca * cb |
darken | cr = Min ((1 - qa) * cb + ca, (1 - qb) * ca + cb) |
lighten | cr = Max ((1 - qa) * cb + ca, (1 - qb) * ca + cb) |
'normal' blend mode is equivalent to operator="over" on the 'feComposite' filter primitive, matches the blending method used by 'feMerge' and matches the simple alpha compositing technique used in SVG for all compositing outside of filter effects.
This filter applies a matrix transformation:
on the RGBA color and alpha values of every pixel on the input graphics to produce a result with a new set of RGBA color and alpha values.
The calculations are performed on non-premultiplied color values. If the input graphics consists of premultiplied color values, those values are automatically converted into non-premultiplied color values for this operation.
These matrices often perform an identity mapping in the alpha channel. If that is the case, an implementation can avoid the costly undoing and redoing of the premultiplication for all pixels with A = 1.
Attribute definitions:
type="matrix" values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 1 0"
where the terms a00, a01, etc. are calculated as follows:
Thus, the upper left term of the hue matrix turns out to be:
This filter primitive performs component-wise remapping of data as follows:
R' = feFuncR( R ) G' = feFuncG( G ) B' = feFuncB( B ) A' = feFuncA( A )
for every pixel. It allows operations like brightness adjustment, contrast adjustment, color balance or thresholding.
The calculations are performed on non-premultiplied color values. If the input graphics consists of premultiplied color values, those values are automatically converted into non-premultiplied color values for this operation. (Note that the undoing and redoing of the premultiplication can be avoided if 'feFuncA' is the identity transform and all alpha values on the source graphic are set to 1.)
The child elements of a 'feComponentTransfer' element specify the transfer functions for the four channels:
The following rules apply to the processing of the 'feComponentTransfer' element:
The attributes below are the transfer function element attributes, which apply to the transfer function elements.
Attribute definitions:
Indicates the type of component transfer function. The type of function determines the applicability of the other attributes.
C' = C
For a value C
pick a k
such that:
k/N <= C < (k+1)/N
The result C'
is given by:
C' = vk + (C - k/N)*N * (vk+1 - vk)
For a value C
pick a k
such that:
k/N <= C < (k+1)/N
The result C'
is given by:
C' = vk
This filter performs the combination of the two input images pixel-wise in image space using one of the Porter-Duff [PORTERDUFF] compositing operations: over, in, atop, out, xor. Additionally, a component-wise arithmetic operation (with the result clamped between [0..1]) can be applied.
The arithmetic operation is useful for combining the output from the 'feDiffuseLighting' and 'feSpecularLighting' filters with texture data. It is also useful for implementing dissolve. If the arithmetic operation is chosen, each result pixel is computed using the following formula:
result = k1*i1*i2 + k2*i1 + k3*i2 + k4
For this filter primitive, the extent of the resulting image might grow as described in the section that describes the filter primitive subregion.
Attribute definitions:
feConvolveMatrix applies a matrix convolution filter effect. A convolution combines pixels in the input image with neighboring pixels to produce a resulting image. A wide variety of imaging operations can be achieved through convolutions, including blurring, edge detection, sharpening, embossing and beveling.
A matrix convolution is based on an n-by-m matrix (the convolution kernel) which describes how a given pixel value in the input image is combined with its neighboring pixel values to produce a resulting pixel value. Each result pixel is determined by applying the kernel matrix to the corresponding source pixel and its neighboring pixels. The basic convolution formula which is applied to each color value for a given pixel is:
RESULTX,Y = (
SUM I=0 to ['orderY'-1] {
SUM J=0 to ['orderX'-1] {
SOURCE X-'targetX'+J, Y-'targetY'+I * 'kernelMatrix''orderX'-J-1, 'orderY'-I-1
}
}
) / 'divisor' + 'bias'
where "orderX" and "orderY" represent the X and Y values for the 'order' attribute, "targetX" represents the value of the 'targetX' attribute, "targetY" represents the value of the 'targetY' attribute, "kernelMatrix" represents the value of the 'kernelMatrix' attribute, "divisor" represents the value of the 'divisor' attribute, and "bias" represents the value of the 'bias' attribute.
Note in the above formulas that the values in the kernel matrix are applied such that the kernel matrix is rotated 180 degrees relative to the source and destination images in order to match convolution theory as described in many computer graphics textbooks.
To illustrate, suppose you have a input image which is 5 pixels by 5 pixels, whose color values for one of the color channels are as follows:
0 20 40 235 235 100 120 140 235 235 200 220 240 235 235 225 225 255 255 255 225 225 255 255 255
and you define a 3-by-3 convolution kernel as follows:
1 2 3 4 5 6 7 8 9
Let's focus on the color value at the second row and second column of the image (source pixel value is 120). Assuming the simplest case (where the input image's pixel grid aligns perfectly with the kernel's pixel grid) and assuming default values for attributes 'divisor', 'targetX' and 'targetY', then resulting color value will be:
(9* 0 + 8* 20 + 7* 40 + 6*100 + 5*120 + 4*140 + 3*200 + 2*220 + 1*240) / (9+8+7+6+5+4+3+2+1)
Because they operate on pixels, matrix convolutions are inherently resolution-dependent. To make 'feConvolveMatrix' produce resolution-independent results, an explicit value should be provided for either the 'filter/filterRes' attribute on the 'filter element' element and/or attribute 'kernelUnitLength'.
'kernelUnitLength', in combination with the other attributes, defines an implicit pixel grid in the filter effects coordinate system (i.e., the coordinate system established by the 'filter/primitiveUnits' attribute). If the pixel grid established by 'kernelUnitLength' is not scaled to match the pixel grid established by attribute 'filter/filterRes' (implicitly or explicitly), then the input image will be temporarily rescaled to match its pixels with 'kernelUnitLength'. The convolution happens on the resampled image. After applying the convolution, the image is resampled back to the original resolution.
When the image must be resampled to match the coordinate system defined by 'kernelUnitLength' prior to convolution, or resampled to match the device coordinate system after convolution, it is recommended that high quality viewers make use of appropriate interpolation techniques, for example bilinear or bicubic. Depending on the speed of the available interpolents, this choice may be affected by the 'image-rendering' property setting. Note that implementations might choose approaches that minimize or eliminate resampling when not necessary to produce proper results, such as when the document is zoomed out such that 'kernelUnitLength' is considerably smaller than a device pixel.
Attribute definitions:
Determines how to extend the input image as necessary with color values so that the matrix operations can be applied when the kernel is positioned at or near the edge of the input image.
"duplicate" indicates that the input image is extended along each of its borders as necessary by duplicating the color values at the given edge of the input image.
Original N-by-M image, where m=M-1 and n=N-1: 11 12 ... 1m 1M 21 22 ... 2m 2M .. .. ... .. .. n1 n2 ... nm nM N1 N2 ... Nm NM Extended by two pixels using "duplicate": 11 11 11 12 ... 1m 1M 1M 1M 11 11 11 12 ... 1m 1M 1M 1M 11 11 11 12 ... 1m 1M 1M 1M 21 21 21 22 ... 2m 2M 2M 2M .. .. .. .. ... .. .. .. .. n1 n1 n1 n2 ... nm nM nM nM N1 N1 N1 N2 ... Nm NM NM NM N1 N1 N1 N2 ... Nm NM NM NM N1 N1 N1 N2 ... Nm NM NM NM
"wrap" indicates that the input image is extended by taking the color values from the opposite edge of the image.
Extended by two pixels using "wrap": nm nM n1 n2 ... nm nM n1 n2 Nm NM N1 N2 ... Nm NM N1 N2 1m 1M 11 12 ... 1m 1M 11 12 2m 2M 21 22 ... 2m 2M 21 22 .. .. .. .. ... .. .. .. .. nm nM n1 n2 ... nm nM n1 n2 Nm NM N1 N2 ... Nm NM N1 N2 1m 1M 11 12 ... 1m 1M 11 12 2m 2M 21 22 ... 2m 2M 21 22
"none" indicates that the input image is extended with pixel values of zero for R, G, B and A.
Animatable: yes.
This filter primitive lights an image using the alpha channel as a bump map. The resulting image is an RGBA opaque image based on the light color with alpha = 1.0 everywhere. The lighting calculation follows the standard diffuse component of the Phong lighting model. The resulting image depends on the light color, light position and surface geometry of the input bump map.
The light map produced by this filter primitive can be combined with a texture image using the multiply term of the arithmetic 'feComposite' compositing method. Multiple light sources can be simulated by adding several of these light maps together before applying it to the texture image.
The formulas below make use of 3x3 filters. Because they operate on pixels, such filters are inherently resolution-dependent. To make 'feDiffuseLighting' produce resolution-independent results, an explicit value should be provided for either the 'filter/filterRes' attribute on the 'filter element' element and/or attribute 'feDiffuseLighting/kernelUnitLength'.
'feDiffuseLighting/kernelUnitLength', in combination with the other attributes, defines an implicit pixel grid in the filter effects coordinate system (i.e., the coordinate system established by the 'filter/primitiveUnits' attribute). If the pixel grid established by 'feDiffuseLighting/kernelUnitLength' is not scaled to match the pixel grid established by attribute 'filter/filterRes' (implicitly or explicitly), then the input image will be temporarily rescaled to match its pixels with 'feDiffuseLighting/kernelUnitLength'. The 3x3 filters are applied to the resampled image. After applying the filter, the image is resampled back to its original resolution.
When the image must be resampled, it is recommended that high quality viewers make use of appropriate interpolation techniques, for example bilinear or bicubic. Depending on the speed of the available interpolents, this choice may be affected by the 'image-rendering' property setting. Note that implementations might choose approaches that minimize or eliminate resampling when not necessary to produce proper results, such as when the document is zoomed out such that 'feDiffuseLighting/kernelUnitLength' is considerably smaller than a device pixel.
For the formulas that follow, the
Norm(Ax,Ay,Az)
function is
defined as:
Norm(Ax,Ay,Az) = sqrt(Ax^2+Ay^2+Az^2)
The resulting RGBA image is computed as follows:
Dr = kd * N.L *
Lr
Dg = kd * N.L * Lg
Db = kd * N.L * Lb
Da = 1.0
where
N is a function of x and y and depends on the surface gradient as follows:
The surface described by the input alpha image Ain(x,y) is:
Z (x,y) = surfaceScale * Ain(x,y)
Surface normal is calculated using the Sobel gradient 3x3 filter. Different filter kernels are used depending on whether the given pixel is on the interior or an edge. For each case, the formula is:
Nx (x,y)= - surfaceScale *
FACTORx *
(K x(0,0)*I(x-dx,y-dy) +
Kx(1,0)*I(x,y-dy) + Kx(2,0)*I(x+dx,y-dy) +
K x(0,1)*I(x-dx,y) +
Kx(1,1)*I(x,y) + Kx(2,1)*I(x+dx,y) +
K x(0,2)*I(x-dx,y+dy) +
Kx(1,2)*I(x,y+dy) + Kx(2,2)*I(x+dx,y+dy))
Ny (x,y)= - surfaceScale * FACTORy *
(K y(0,0)*I(x-dx,y-dy) +
Ky(1,0)*I(x,y-dy) + Ky(2,0)*I(x+dx,y-dy) +
K y(0,1)*I(x-dx,y) +
Ky(1,1)*I(x,y) + Ky(2,1)*I(x+dx,y) +
K y(0,2)*I(x-dx,y+dy) +
Ky(1,2)*I(x,y+dy) + Ky(2,2)*I(x+dx,y+dy))
Nz (x,y) = 1.0
N = (Nx, Ny, Nz) /
Norm((Nx,Ny,Nz))
In these formulas, the dx
and dy
values (e.g.,
I(x-dx,y-dy)
), represent deltas relative to a given
(x,y)
position for the purpose of estimating the slope of the
surface at that point. These deltas are determined by the value (explicit or
implicit) of attribute 'feDiffuseLighting/kernelUnitLength'.
Top/left corner: FACTORx=2/(3*dx) |
Top row: FACTORx=1/(3*dx) |
Top/right corner: FACTORx=2/(3*dx) |
Left column: FACTORx=1/(2*dx) |
Interior pixels: FACTORx=1/(4*dx) |
Right column: FACTORx=1/(2*dx) |
Bottom/left corner: FACTORx=2/(3*dx) |
Bottom row: FACTORx=1/(3*dx) |
Bottom/right corner: FACTORx=2/(3*dx) |
L, the unit vector from the image sample to the light, is calculated as follows:
For Infinite light sources it is constant:
Lx = cos(azimuth)*cos(elevation)
Ly = sin(azimuth)*cos(elevation)
Lz = sin(elevation)
For Point and spot lights it is a function of position:
Lx = Lightx - x
Ly = Lighty - y
Lz = Lightz - Z(x,y)
L = (Lx, Ly, Lz) / Norm(Lx,
Ly, Lz)
where Lightx, Lighty, and Lightz are the input light position.
Lr,Lg,Lb, the light color vector, is a function of position in the spot light case only:
Lr =
Lightr*pow((-L.S),specularExponent)
Lg = Lightg*pow((-L.S),specularExponent)
Lb = Lightb*pow((-L.S),specularExponent)
where S is the unit vector pointing from the light to the point (pointsAtX, pointsAtY, pointsAtZ) in the x-y plane:
Sx = pointsAtX - Lightx
Sy = pointsAtY - Lighty
Sz = pointsAtZ - Lightz
S = (Sx, Sy, Sz) / Norm(Sx,
Sy, Sz)
If L.S is positive, no light is present. (Lr = Lg = Lb = 0). If 'feSpotLight/limitingConeAngle' is specified, -L.S < cos(limitingConeAngle) also indicates that no light is present.
Attribute definitions:
dx
and
dy
, respectively, in the surface normal calculation
formulas. By specifying value(s) for kernelUnitLength, the kernel becomes defined
in a scalable, abstract coordinate system. If kernelUnitLength is not specified, the
dx
and dy
values should represent very small
deltas relative to a given (x,y)
position, which might be
implemented in some cases as one pixel in the intermediate image
offscreen bitmap, which is a pixel-based coordinate system, and thus
potentially not scalable. For some level of consistency across display
media and user agents, it is necessary that a value be provided for at
least one of 'filter/filterRes' and kernelUnitLength. Discussion of intermediate
images are in the Introduction and in the
description of attribute 'filter/filterRes'.The light source is defined by one of the child elements 'feDistantLight', 'fePointLight' or 'feSpotLight'. The light color is specified by property 'lighting-color'.
This filter primitive uses the pixels values from the image from 'feDisplacementMap/in2' to spatially displace the image from 'in'. This is the transformation to be performed:
P'(x,y) ← P( x + scale * (XC(x,y) - .5), y + scale * (YC(x,y) - .5))
where P(x,y) is the input image, 'in', and P'(x,y) is the destination. XC(x,y) and YC(x,y) are the component values of the channel designated by the 'feDisplacementMap/xChannelSelector' and 'feDisplacementMap/yChannelSelector'. For example, to use the R component of 'feDisplacementMap/in2' to control displacement in x and the G component of Image2 to control displacement in y, set 'feDisplacementMap/xChannelSelector' to "R" and 'feDisplacementMap/yChannelSelector' to "G".
The displacement map, 'feDisplacementMap/in2', defines the inverse of the mapping performed.
The input image in is to remain premultiplied for this filter primitive. The calculations using the pixel values from 'feDisplacementMap/in2' are performed using non-premultiplied color values. If the image from 'feDisplacementMap/in2' consists of premultiplied color values, those values are automatically converted into non-premultiplied color values before performing this operation.
This filter can have arbitrary non-localized effect on the input which might require substantial buffering in the processing pipeline. However with this formulation, any intermediate buffering needs can be determined by 'feDisplacementMap/scale' which represents the maximum range of displacement in either x or y.
When applying this filter, the source pixel location will often lie between several source pixels. In this case it is recommended that high quality viewers apply an interpolent on the surrounding pixels, for example bilinear or bicubic, rather than simply selecting the nearest source pixel. Depending on the speed of the available interpolents, this choice may be affected by the 'image-rendering' property setting.
The 'color-interpolation-filters' property only applies to the 'feDisplacementMap/in2' source image and does not apply to the 'in' source image. The 'in' source image must remain in its current color space.
Attribute definitions:
The lacuna value for 'feDisplacementMap/scale' is 0.
Animatable: yes.This filter primitive creates a rectangle filled with the color and opacity values from properties 'flood-color' and 'flood-opacity'. The rectangle is as large as the filter primitive subregion established by the 'feFlood' element.
The 'flood-color' property indicates what color to use to flood the current filter primitive subregion. The keyword currentColor and ICC colors can be specified in the same manner as within a <paint> specification for the 'fill' and 'stroke' properties.
Value: | currentColor | <color> [<icccolor>] | inherit |
Initial: | black |
Applies to: | 'feFlood' and 'feDropShadow' elements |
Inherited: | no |
Percentages: | N/A |
Media: | visual |
Animatable: | yes |
The 'flood-opacity' property defines the opacity value to use across the entire filter primitive subregion.
Value: | <opacity-value> | inherit |
Initial: | 1 |
Applies to: | 'feFlood' and 'feDropShadow' elements |
Inherited: | no |
Percentages: | N/A |
Media: | visual |
Animatable: | yes |
This filter primitive performs a Gaussian blur on the input image.
The Gaussian blur kernel is an approximation of the normalized convolution:
G(x,y) = H(x)I(y)
where H(x) = exp(-x^2/ (2s^2)) / sqrt(2* pi*s^2)
and
I(y) = exp(-y^2/ (2t^2)) / sqrt(2* pi*t^2)
with 's' being the standard deviation in the x direction and 't' being the standard deviation in the y direction, as specified by stdDeviation.
The value of stdDeviation can be either one or two numbers. If two numbers are provided, the first number represents a standard deviation value along the x-axis of the current coordinate system and the second value represents a standard deviation in Y. If one number is provided, then that value is used for both X and Y.
Even if only one value is provided for stdDeviation, this can be implemented as a separable convolution.
For larger values of 's' (s >= 2.0), an approximation can be used: Three successive box-blurs build a piece-wise quadratic convolution kernel, which approximates the Gaussian kernel to within roughly 3%.
let d = floor(s * 3*sqrt(2*pi)/4 + 0.5)
... if d is odd, use three box-blurs of size 'd', centered on the output pixel.
... if d is even, two box-blurs of size 'd' (the first one centered on the pixel boundary between the output pixel and the one to the left, the second one centered on the pixel boundary between the output pixel and the one to the right) and one box blur of size 'd+1' centered on the output pixel.
Frequently this operation will take place on alpha-only images, such as that produced by the built-in input, SourceAlpha. The implementation may notice this and optimize the single channel case. If the input has infinite extent and is constant, this operation has no effect. If the input has infinite extent and is a tile, the filter is evaluated with periodic boundary conditions.
Attribute definitions:
The example at the start of this chapter makes use of the feGaussianBlur filter primitive to create a drop shadow effect.
This filter primitive performs an image sharpening operation on the input image, traditionally known as an unsharp mask operation.
The filter first does a 'feGaussianBlur' operation on the input image and then subtracts the difference between the input image and the blurred image.
For controlling the result there are three attributes that can be used:
This filter primitive refers to a graphic external to this filter element, which is loaded or rendered into an RGBA raster and becomes the result of the filter primitive.
This filter primitive can refer to an external image or can be a reference to another piece of SVG. It produces an image similar to the built-in image source SourceGraphic except that the graphic comes from an external source.
If the xlink:href references a stand-alone image resource such as a JPEG, PNG or SVG file, then the image resource is rendered according to the behavior of the 'image' element; otherwise, the referenced resource is rendered according to the behavior of the 'use' element. In either case, the current user coordinate system depends on the value of attribute 'filter/primitiveUnits' on the 'filter' element. The processing of the preserveAspectRatio attribute on the 'feImage' element is identical to that of the 'image' element.
When the referenced image must be resampled to match the device coordinate system, it is recommended that high quality viewers make use of appropriate interpolation techniques, for example bilinear or bicubic. Depending on the speed of the available interpolents, this choice may be affected by the 'image-rendering' property setting.
Attribute definitions:
This filter primitive composites input image layers on top of each other using the over operator with Input1 (corresponding to the first 'feMergeNode' child element) on the bottom and the last specified input, InputN (corresponding to the last 'feMergeNode' child element), on top.
Many effects produce a number of intermediate layers in order to create the final output image. This filter allows us to collapse those into a single image. Although this could be done by using n-1 Composite-filters, it is more convenient to have this common operation available in this form, and offers the implementation some additional flexibility.
Each 'feMerge' element can have any number of 'feMergeNode' subelements, each of which has an in attribute.
The canonical implementation of feMerge is to render the entire effect into one RGBA layer, and then render the resulting layer on the output device. In certain cases (in particular if the output device itself is a continuous tone device), and since merging is associative, it might be a sufficient approximation to evaluate the effect one layer at a time and render each layer individually onto the output device bottom to top.
If the topmost image input is SourceGraphic and this 'feMerge' is the last filter primitive in the filter, the implementation is encouraged to render the layers up to that point, and then render the SourceGraphic directly from its vector description on top.
The example at the start of this chapter makes use of the feMerge filter primitive to composite two intermediate filter results together.
This filter primitive performs "fattening" or "thinning" of artwork. It is particularly useful for fattening or thinning an alpha channel.
The dilation (or erosion) kernel is a rectangle with a width of 2*x-radius and a height of 2*y-radius. In dilation, the output pixel is the individual component-wise maximum of the corresponding R,G,B,A values in the input image's kernel rectangle. In erosion, the output pixel is the individual component-wise minimum of the corresponding R,G,B,A values in the input image's kernel rectangle.
Frequently this operation will take place on alpha-only images, such as that produced by the built-in input, SourceAlpha. In that case, the implementation might want to optimize the single channel case.
If the input has infinite extent and is constant, this operation has no effect. If the input has infinite extent and is a tile, the filter is evaluated with periodic boundary conditions.
Because 'feMorphology' operates on premultipied color values, it will always result in color values less than or equal to the alpha channel.
Attribute definitions:
This filter primitive offsets the input image relative to its current position in the image space by the specified vector.
This is important for effects like drop shadows.
When applying this filter, the destination location may be offset by a fraction of a pixel in device space. In this case a high quality viewer should make use of appropriate interpolation techniques, for example bilinear or bicubic. This is especially recommended for dynamic viewers where this interpolation provides visually smoother movement of images. For static viewers this is less of a concern. Close attention should be made to the 'image-rendering' property setting to determine the authors intent.
Attribute definitions:
The example at the start of this chapter makes use of the feOffset filter primitive to offset the drop shadow from the original source graphic.
This filter primitive lights a source graphic using the alpha channel as a bump map. The resulting image is an RGBA image based on the light color. The lighting calculation follows the standard specular component of the Phong lighting model. The resulting image depends on the light color, light position and surface geometry of the input bump map. The result of the lighting calculation is added. The filter primitive assumes that the viewer is at infinity in the z direction (i.e., the unit vector in the eye direction is (0,0,1) everywhere).
This filter primitive produces an image which contains the specular reflection part of the lighting calculation. Such a map is intended to be combined with a texture using the add term of the arithmetic 'feComposite' method. Multiple light sources can be simulated by adding several of these light maps before applying it to the texture image.
The resulting RGBA image is computed as follows:
Sr = ks * pow(N.H,
specularExponent) * Lr
Sg = ks * pow(N.H, specularExponent) *
Lg
Sb = ks * pow(N.H, specularExponent) *
Lb
Sa = max(Sr, Sg, Sb)
where
See 'feDiffuseLighting' for definition of N and (Lr, Lg, Lb).
The definition of H reflects our assumption of the constant eye vector E = (0,0,1):
H = (L + E) / Norm(L+E)
where L is the light unit vector.
Unlike the 'feDiffuseLighting', the 'feSpecularLighting' filter produces a non-opaque image. This is due to the fact that the specular result (Sr,Sg,Sb,Sa) is meant to be added to the textured image. The alpha channel of the result is the max of the color components, so that where the specular light is zero, no additional coverage is added to the image and a fully white highlight will add opacity.
The 'feDiffuseLighting' and 'feSpecularLighting' filters will often be applied together. An implementation may detect this and calculate both maps in one pass, instead of two.
Attribute definitions:
dx
and
dy
, respectively, in the surface normal calculation
formulas. By specifying value(s) for kernelUnitLength, the kernel becomes defined
in a scalable, abstract coordinate system. If kernelUnitLength is not specified, the
dx
and dy
values should represent very small
deltas relative to a given (x,y)
position, which might be
implemented in some cases as one pixel in the intermediate image
offscreen bitmap, which is a pixel-based coordinate system, and thus
potentially not scalable. For some level of consistency across display
media and user agents, it is necessary that a value be provided for at
least one of filterRes and kernelUnitLength. Discussion of intermediate
images are in the Introduction and in the
description of attribute filterRes.The light source is defined by one of the child elements 'feDistantLight', 'fePointLight' or 'feDistantLight'. The light color is specified by property 'lighting-color'.
The example at the start of this chapter makes use of the feSpecularLighting filter primitive to achieve a highly reflective, 3D glowing effect.
This filter primitive fills a target rectangle with a repeated, tiled pattern of an input image. The target rectangle is as large as the filter primitive subregion established by the 'feTile' element.
Typically, the input image has been defined with its own filter primitive subregion in order to
define a reference tile. 'feTile'
replicates the reference tile in both X and Y to completely fill the target
rectangle. The top/left corner of each given tile is at location
(x+i*width,y+j*height)
, where (x,y)
represents the
top/left of the input image's filter primitive subregion, width
and height
represent the width and height of the input image's
filter primitive subregion, and i
and j
can be any
integer value. In most cases, the input image will have a smaller filter
primitive subregion than the 'feTile' in
order to achieve a repeated pattern effect.
Implementers must take appropriate measures in constructing the tiled image to avoid artifacts between tiles, particularly in situations where the user to device transform includes shear and/or rotation. Unless care is taken, interpolation can lead to edge pixels in the tile having opacity values lower or higher than expected due to the interaction of painting adjacent tiles which each have partial overlap with particular pixels.
This filter primitive creates an image using the Perlin turbulence function. It allows the synthesis of artificial textures like clouds or marble. For a detailed description the of the Perlin turbulence function, see "Texturing and Modeling", Ebert et al, AP Professional, 1994. The resulting image will fill the entire filter primitive subregion for this filter primitive.
It is possible to create bandwidth-limited noise by synthesizing only one octave.
The C code below shows the exact algorithm used for this filter effect.
For fractalSum, you get a turbFunctionResult that is aimed at a range of
-1 to 1 (the actual result might exceed this range in some cases). To convert
to a color value, use the formula colorValue = ((turbFunctionResult *
255) + 255) / 2
, then clamp to the range 0 to 255.
For turbulence, you get a turbFunctionResult that is aimed at a range of 0
to 1 (the actual result might exceed this range in some cases). To convert to
a color value, use the formula colorValue = (turbFunctionResult *
255)
, then clamp to the range 0 to 255.
The following order is used for applying the pseudo random numbers. An initial seed value is computed based on the 'seed' attribute. Then the implementation computes the lattice points for R, then continues getting additional pseudo random numbers relative to the last generated pseudo random number and computes the lattice points for G, and so on for B and A.
The generated color and alpha values are in the color space determined by the 'color-interpolation-filters' property:
/* Produces results in the range [1, 2**31 - 2]. Algorithm is: r = (a * r) mod m where a = 16807 and m = 2**31 - 1 = 2147483647 See [Park & Miller], CACM vol. 31 no. 10 p. 1195, Oct. 1988 To test: the algorithm should produce the result 1043618065 as the 10,000th generated number if the original seed is 1. */ #define RAND_m 2147483647 /* 2**31 - 1 */ #define RAND_a 16807 /* 7**5; primitive root of m */ #define RAND_q 127773 /* m / a */ #define RAND_r 2836 /* m % a */ long setup_seed(long lSeed) { if (lSeed <= 0) lSeed = -(lSeed % (RAND_m - 1)) + 1; if (lSeed > RAND_m - 1) lSeed = RAND_m - 1; return lSeed; } long random(long lSeed) { long result; result = RAND_a * (lSeed % RAND_q) - RAND_r * (lSeed / RAND_q); if (result <= 0) result += RAND_m; return result; } #define BSize 0x100 #define BM 0xff #define PerlinN 0x1000 #define NP 12 /* 2^PerlinN */ #define NM 0xfff static uLatticeSelector[BSize + BSize + 2]; static double fGradient[4][BSize + BSize + 2][2]; struct StitchInfo { int nWidth; // How much to subtract to wrap for stitching. int nHeight; int nWrapX; // Minimum value to wrap. int nWrapY; }; static void init(long lSeed) { double s; int i, j, k; lSeed = setup_seed(lSeed); for(k = 0; k < 4; k++) { for(i = 0; i < BSize; i++) { uLatticeSelector[i] = i; for (j = 0; j < 2; j++) fGradient[k][i][j] = (double)(((lSeed = random(lSeed)) % (BSize + BSize)) - BSize) / BSize; s = double(sqrt(fGradient[k][i][0] * fGradient[k][i][0] + fGradient[k][i][1] * fGradient[k][i][1])); fGradient[k][i][0] /= s; fGradient[k][i][1] /= s; } } while(--i) { k = uLatticeSelector[i]; uLatticeSelector[i] = uLatticeSelector[j = (lSeed = random(lSeed)) % BSize]; uLatticeSelector[j] = k; } for(i = 0; i < BSize + 2; i++) { uLatticeSelector[BSize + i] = uLatticeSelector[i]; for(k = 0; k < 4; k++) for(j = 0; j < 2; j++) fGradient[k][BSize + i][j] = fGradient[k][i][j]; } } #define s_curve(t) ( t * t * (3. - 2. * t) ) #define lerp(t, a, b) ( a + t * (b - a) ) double noise2(int nColorChannel, double vec[2], StitchInfo *pStitchInfo) { int bx0, bx1, by0, by1, b00, b10, b01, b11; double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v; register i, j; t = vec[0] + PerlinN; bx0 = (int)t; bx1 = bx0+1; rx0 = t - (int)t; rx1 = rx0 - 1.0f; t = vec[1] + PerlinN; by0 = (int)t; by1 = by0+1; ry0 = t - (int)t; ry1 = ry0 - 1.0f; // If stitching, adjust lattice points accordingly. if(pStitchInfo != NULL) { if(bx0 >= pStitchInfo->nWrapX) bx0 -= pStitchInfo->nWidth; if(bx1 >= pStitchInfo->nWrapX) bx1 -= pStitchInfo->nWidth; if(by0 >= pStitchInfo->nWrapY) by0 -= pStitchInfo->nHeight; if(by1 >= pStitchInfo->nWrapY) by1 -= pStitchInfo->nHeight; } bx0 &= BM; bx1 &= BM; by0 &= BM; by1 &= BM; i = uLatticeSelector[bx0]; j = uLatticeSelector[bx1]; b00 = uLatticeSelector[i + by0]; b10 = uLatticeSelector[j + by0]; b01 = uLatticeSelector[i + by1]; b11 = uLatticeSelector[j + by1]; sx = double(s_curve(rx0)); sy = double(s_curve(ry0)); q = fGradient[nColorChannel][b00]; u = rx0 * q[0] + ry0 * q[1]; q = fGradient[nColorChannel][b10]; v = rx1 * q[0] + ry0 * q[1]; a = lerp(sx, u, v); q = fGradient[nColorChannel][b01]; u = rx0 * q[0] + ry1 * q[1]; q = fGradient[nColorChannel][b11]; v = rx1 * q[0] + ry1 * q[1]; b = lerp(sx, u, v); return lerp(sy, a, b); } double turbulence(int nColorChannel, double *point, double fBaseFreqX, double fBaseFreqY, int nNumOctaves, bool bFractalSum, bool bDoStitching, double fTileX, double fTileY, double fTileWidth, double fTileHeight) { StitchInfo stitch; StitchInfo *pStitchInfo = NULL; // Not stitching when NULL. // Adjust the base frequencies if necessary for stitching. if(bDoStitching) { // When stitching tiled turbulence, the frequencies must be adjusted // so that the tile borders will be continuous. if(fBaseFreqX != 0.0) { double fLoFreq = double(floor(fTileWidth * fBaseFreqX)) / fTileWidth; double fHiFreq = double(ceil(fTileWidth * fBaseFreqX)) / fTileWidth; if(fBaseFreqX / fLoFreq < fHiFreq / fBaseFreqX) fBaseFreqX = fLoFreq; else fBaseFreqX = fHiFreq; } if(fBaseFreqY != 0.0) { double fLoFreq = double(floor(fTileHeight * fBaseFreqY)) / fTileHeight; double fHiFreq = double(ceil(fTileHeight * fBaseFreqY)) / fTileHeight; if(fBaseFreqY / fLoFreq < fHiFreq / fBaseFreqY) fBaseFreqY = fLoFreq; else fBaseFreqY = fHiFreq; } // Set up initial stitch values. pStitchInfo = &stitch; stitch.nWidth = int(fTileWidth * fBaseFreqX + 0.5f); stitch.nWrapX = fTileX * fBaseFreqX + PerlinN + stitch.nWidth; stitch.nHeight = int(fTileHeight * fBaseFreqY + 0.5f); stitch.nWrapY = fTileY * fBaseFreqY + PerlinN + stitch.nHeight; } double fSum = 0.0f; double vec[2]; vec[0] = point[0] * fBaseFreqX; vec[1] = point[1] * fBaseFreqY; double ratio = 1; for(int nOctave = 0; nOctave < nNumOctaves; nOctave++) { if(bFractalSum) fSum += double(noise2(nColorChannel, vec, pStitchInfo) / ratio); else fSum += double(fabs(noise2(nColorChannel, vec, pStitchInfo)) / ratio); vec[0] *= 2; vec[1] *= 2; ratio *= 2; if(pStitchInfo != NULL) { // Update stitch values. Subtracting PerlinN before the multiplication and // adding it afterward simplifies to subtracting it once. stitch.nWidth *= 2; stitch.nWrapX = 2 * stitch.nWrapX - PerlinN; stitch.nHeight *= 2; stitch.nWrapY = 2 * stitch.nWrapY - PerlinN; } } return fSum; }
Attribute definitions:
The base frequency (frequencies) parameter(s) for the noise function. If two <number>s are provided, the first number represents a base frequency in the X direction and the second value represents a base frequency in the Y direction. If one number is provided, then that value is used for both X and Y.
The lacuna value for 'baseFrequency' is 0.
Negative values are unsupported.
Animatable: yes.
The numOctaves parameter for the noise function.
The lacuna value for 'numOctaves' is 1.
Negative values are unsupported.
Animatable: yes.
The starting number for the pseudo random number generator.
The lacuna value for 'seed' is 0.
When the seed number is handed over to the algorithm above it must first be truncated, i.e. rounded to the closest integer value towards zero.
Animatable: yes.
If stitchTiles="noStitch", no attempt
it made to achieve smooth transitions at the border of tiles which
contain a turbulence function. Sometimes the result will show clear
discontinuities at the tile borders.
If stitchTiles="stitch", then the user
agent will automatically adjust baseFrequency-x and baseFrequency-y
values such that the 'feTurbulence' node's width and height (i.e., the
width and height of the current subregion) contains an integral number
of the Perlin tile width and height for the first octave. The
baseFrequency will be adjusted up or down depending on which way has
the smallest relative (not absolute) change as follows: Given the
frequency, calculate lowFreq=floor(width*frequency)/width
and hiFreq=ceil(width*frequency)/width
. If
frequency/lowFreq < hiFreq/frequency then use lowFreq, else use
hiFreq. While generating turbulence values, generate lattice vectors as
normal for Perlin Noise, except for those lattice points that lie on
the right or bottom edges of the active area (the size of the resulting
tile). In those cases, copy the lattice vector from the opposite edge
of the active area.
The lacuna value for 'stitchTiles' attribute is noStitch.
Animatable: yes.
Indicates whether the filter primitive should perform a noise or turbulence function.
The lacuna value for 'type' attribute is turbulence.
Animatable: yes.
This filter creates a drop shadow of the input image. It is a shorthand filter, and is defined in terms of combinations of other filter primitives. The expectation is that it can be optimized more easily by implementations.
The result of a 'feDropShadow' filter primitive is equivalent to the following:
<feGaussianBlur in="alpha-channel-of-feDropShadow-in" stdDeviation="stdDeviation-of-feDropShadow"/> <feOffset dx="dx-of-feDropShadow" dy="dy-of-feDropShadow" result="offsetblur"/> <feFlood flood-color="flood-color-of-feDropShadow" flood-opacity="flood-opacity-of-feDropShadow"/> <feComposite in2="offsetblur" operator="in"/> <feMerge> <feMergeNode/> <feMergeNode in="in-of-feDropShadow"/> </feMerge>
The above divided into steps:
<feGaussianBlur in="alpha-channel-of-feDropShadow-in" stdDeviation="stdDeviation-of-feDropShadow"/>
<feOffset dx="dx-of-feDropShadow" dy="dy-of-feDropShadow" result="offsetblur"/>
<feFlood flood-color="flood-color-of-feDropShadow" flood-opacity="flood-opacity-of-feDropShadow"/>
<feComposite in2="offsetblur" operator="in"/>
<feMerge> <feMergeNode/> <feMergeNode in="in-of-feDropShadow"/> </feMerge>
Note that while the definition of the 'feDropShadow' filter primitive says that it can be expanded into an equivalent tree it is not required that it is implemented like that. The expectation is that user agents can optimize the handling by not having to do all the steps separately.
Beyond the DOM interface SVGFEDropShadowElement there is no way of accessing the internals of the 'feDropShadow' filter primitive, meaning if the filter primitive is implemented as an equivalent tree then that tree must not be exposed to the DOM.
Attribute definitions:
The x offset of the drop shadow.
The lacuna value for 'feDropShadow/dx' is 2.
This attribute is then forwarded to the 'feOffset/dx' attribute of the internal 'feOffset' element.
Animatable: yes.
The y offset of the drop shadow.
The lacuna value for 'feDropShadow/dy' is 2.
This attribute is then forwarded to the 'feOffset/dy' attribute of the internal 'feOffset' element.
Animatable: yes.
The standard deviation for the blur operation in the drop shadow.
The lacuna value for 'feDropShadow/stdDeviation' is 2.
This attribute is then forwarded to the 'feGaussianBlur/stdDeviation' attribute of the internal 'feGaussianBlur' element.
Animatable: yes.
The schema for SVG Filters 1.2 is written in RelaxNG [RelaxNG], a namespace-aware schema language that uses the datatypes from XML Schema Part 2 [Schema2]. This allows namespaces and modularity to be much more naturally expressed than using DTD syntax. The RelaxNG schema for SVG Filter 1.2 may be imported by other RelaxNG schemas, or combined with other schemas in other languages into a multi-namespace, multi-grammar schema using Namespace-based Validation Dispatching Language [NVDL].
Unlike a DTD, the schema used for validation is not hardcoded into the document instance. There is no equivalent to the DOCTYPE declaration. Simply point your editor or other validation tool to the IRI of the schema (or your local cached copy, as you prefer).
The RNG is under construction, and only the individual RNG snippets are available at this time. They have not yet been integrated into a functional schema. The individual RNG files are available here.
For changes since the last published draft, see the public cvs log.