Vladimir Golovin wrote in 2006 a list of seven levels of filter rendering speed
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1. SLOWEST: Image-based components (Blur, Motion Blur, Sharpen and High Pass) with any slow component (like Worley-based noise) as a source.
2. SLOW: Worley-based noises (any Noise except Perlin, which is very fast).
3. SLOW: Image-based components (see above) in general, because they need to prepare a source bitmap before rendering themselves.
4. CAN BE SLOW: Refraction, especially with a slow component as a source. Refraction takes 3 samples of the source input.
5. CAN BE SLOW: Any Noise (or any component based on Noise such as Noise Gradient, Noise Distortion or Noise Curve) with high Detail and Roughness (they are interdependent) especially with a custom curve as a profile.
6. CAN BE SLOW: Any Noise with a custom curve as a profile -- the curve is sampled once for each noise octave (for Details = 10 you have 10 samples of the curve per one noise sample).
5. CAN BE SLOW IN CERTAIN CASES: Any component that generates edges for anti-aliasing (Patterns, Worley noises, some of the adjustments). But since anti-aliasing is done in a separate pass, that shouldn't impact speed too much.
6. FAST: Patterns, Channels, Adjustments, Gradients (except for Noise gradient).
7. ULTRA-FAST: Externals (Image and Selection), Checker, Switch, Blend, Offset. |
So thinking that this was in 2006, is all refering to the first version of Filter Forge 1.0.
Since 2006 there has been two new versions, and now in 2012 we have FF 3.0 and lots of these components have been upgraded and there newer better versions available.
So I am asking if although there are newer and optimized versions, the list keeps being valid and the same as in 2006 because the components keeps being the same ?