From Effects Task Force
This is a summary based on this thread.
Requested filter effects
Paul Irish held an informal poll on twitter, see results.
The most requested filters, by far, are: blur, saturation, compositing modes, noise, and color levels. A few folks also were interested in: sharpen, contrast, drop shadow (a la brad's proposal), and chroma key.
There were so many requests for blending/compositing modes and unique mentions of individual ones, that I could break out those, too. See the chart for detail (multiply has the most interest).
Additional effects mentioned by a single person are: feather, brightness, bump/displacement mapping, elliptical distortions, image fill, alpha masks, lighting effects, per color desaturate, wave distort, reflect, sparkles & rainbow effects, color matrix Interesting that brightness doesn't have a big demand. The rest of these probably out outside the bounds of these canned filters.
Rik Cabanier: Looking at how Adobe's apps are set up and our customer files, a rough list in order of importance would be:
- gradient glow
- gradient bevel
FXG 2.0 specification defining the above filters.
- Ability to easily animate the filters (e.g via CSS Transitions)
- Commonly used effects should have a simple shorthand syntax
Other related proposals
New Filter Primitives
- Proposing some new svg filter primitives: http://electricbeach.org/?p=950
- Color Range: select a color range to change that specific color, or exclude changing that specific color when changing others. (For example, changing the color of a car, or changing a color photo into grayscale while not changing the color of a red balloon in it.)
Automated Filter Region calculation
Optimization from looking at WebKit's and Firefox's implementation:
Legend: + union of two areas
Regions: feBlend result area = input-area + input2-area
feColorMatrix result area = input-area
feComponentTransfer result area = input-area
feComposite result area = ... IN = input2-area ATOP = input2-area ARITHMETIC = input-area + input2-area
feConvolveMatrix result area = input-area extended by kernel radius
feCustom result area = input-area extended by margin
feDiffuseLighting result area = unbound?
feDisplacementMap result area = unbound?
feDropShadow result area = input-size + input-size translated by offset extended by blur radius
feFlood result area = unbound?
feGaussianBlur result area = input-area extended by blur radius
feImage result area = referenced resource size
feMerge result area = (+ input-areas)
feMorphology result area = input-area extended by radius
feOffset result area = input area translated by dx/dy
feSpecularLighting result area = unbound?
feTile result area = unbound?
feTurbulence result area = unbound?
pseudo primitives result area = unbound?
All values with unbound? fall back to the filter region.