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4. Other blurring kernels
Since itās clear that subtraction and blurring are the core of this kind of sharpening, I started wondering what if other kernels are used instead of, or at the same time with, GB.
Letās take Surface Blur (SB), aka Bilateral Filter, a well known edge preserving blurring algorithm. If it keeps edges and wipes the rest out it should lead us to think: SB equal something to enhance everything but the edges. Letās see:

(Fig 4.1) Subtraction using the edge-aware SB instead of GB.

(Fig 4.2) Affecting less the edges, the texture is more enhanced.

(Fig 4.3) The result using SB Radius = 6 and Threshold = 15.
It works as itās supposed to do. Besides the fact that SB isnāt the fastest ļ¬lter ever in the Photoshop arsenal, there are more annoying things. Itās required a bit of experience to ļ¬nd the correct radius/threshold couple; due to the algorithm itself, at large radii a reversion starts to appear and instead of more blurring we get more edges coming back:

(Fig 4.4) SB with Threashold 15 and radii 6.0 - 50.0 - 100.0; SB fails at larger radii and detail appears again.
A much better edge preserving ļ¬lter is the Weighted Least Squares (WLS) operator. Unless you are an experienced programmer or you ļ¬nd the way to put your hands on a computer with MatLab and Photoshop both installed, to use it is quite a problem.The results are remarkable indeed, check the links at the bottom of the page.