View Full Version : Article on Post-Processing
Creating a Post-Processing Framework
http://gamasutra.com/features/20061003/kylmamaa_01.shtml
This seems a nice introductory article to the topic, thought I would share it here.
Simon F
04-Oct-2006, 11:24
Creating a Post-Processing Framework
http://gamasutra.com/features/20061003/kylmamaa_01.shtml
This seems a nice introductory article to the topic, thought I would share it here.
On the subject of the pixel/texel alignment on the first page, I thought D3D was changing its mapping (to be more OpenGL-like)?
Yeah, D3D10 has no half texel offset any more.
SuperCow
04-Oct-2006, 13:08
Yeah, D3D10 has no half texel offset any more.
Thanks God for that. The amount of time wasted sorting out the right alignments between texture reads and writes was simply horrendous.
RacingPHT
04-Oct-2006, 13:49
Maybe a good intro.. but that "motion tail" is a little dated...
Maybe a good intro.. but that "motion tail" is a little dated...
Yep, what about per pixel motion blur as post processing effect? oh wait..that's old too :)
(and it's also broken in so many different ways..)
RacingPHT
04-Oct-2006, 14:52
Yep, what about per pixel motion blur as post processing effect? oh wait..that's old too :)
(and it's also broken in so many different ways..)
What do you mean "per pixel motion blur"?
I've made one with "old methods", just test the aniso fetch idea in DX10 SDK(with a MODed nVidia's "stupid OpenGL trick VS"). Looks good, yes broken slightly, but hardly noticeable due to its high motion.
What do you mean "per pixel motion blur"?
I've made one with "old methods", just test the aniso fetch idea in DX10 SDK(with a MODed nVidia's "stupid OpenGL trick VS"). Looks good, yes broken slightly, but hardly noticeable due to its high motion.
Since this thread is about post processing effects I cited the 'classic' way to perform motion blur as a per pixel effect in a post processing pass.
RacingPHT
04-Oct-2006, 15:06
Since this thread is about post processing effects I cited the 'classic' way to perform motion blur as a per pixel effect in a post processing pass.
There's so many ways to do motion blur and I was confused...:???:
Are you saying the "DX9 SDK style" MB?
zsouthboy
04-Oct-2006, 15:20
Slightly related:
Where's my damn accellerated Photoshop?!
AFAIR a few years ago nvidia showed off a real time 3d painting solution, with brushes, etc
Filters being the most time consuming process of Photoshop, this seems like such an obvious solution.
The preliminary arguments against doing that were a lack of precision.
Ugh, well, of course, in the meantime, CPUs have gotten faster, so it's less of a big deal, I guess.
I'll shut up now. :)
There's so many ways to do motion blur and I was confused...:???:
Are you saying the "DX9 SDK style" MB?
Yes.
BTW it's a really 'funny' way to do motion blur cause it can blur a moving object out of its static silouette.
RacingPHT
04-Oct-2006, 15:46
Yes.
BTW it's a really 'funny' way to do motion blur cause it can blur a moving object out of its static silouette.
:roll: Still not quite robust... and my thought is that an aniso filter is so much smoother than multiple regular fetchs..
Have you seen games using it? :)
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