You’re on the right track with creating a 2D Laplacian-like diffusion kernel, but let’s break it down for accuracy and see if it meets standard expectations.
This kernel appears to model isotropic diffusion, often used in fluid simulation, blurring, or other smoothing operations. The central value is negative to represent the point of diffusion, while the surrounding values contribute to averaging.
A proper diffusion kernel for Laplacian-based diffusion should ideally sum to zero, indicating no net gain or loss — just redistribution.
Let’s check your kernel:
+ 0.05 + 0.2 + 0.05 = 1.0 - 1.0 = 0
✅ Check: Sum equals zero — that’s good!
Your kernel is symmetric and has a soft weight falloff from center to corners, which makes it a smooth isotropic approximation. It’s a more accurate, softer version of the 4- or 8-neighbor Laplacian.
Your sampling pattern covers the 3x3 neighborhood in row-major order, aligned properly with your kernel — that’s correct.
Yes, this is a valid and well-distributed diffusion kernel for simulating isotropic diffusion with Laplacian characteristics. It would produce a smooth diffusion effect. If you’re targeting a discrete Laplacian exactly, a simpler version might use values like:
But your version is a blurrier, smoother approximation, often used in GPGPU or visual simulation contexts.
Want to use this in a Unity shader or compute shader? I can help you set that up too.