Questions tagged [post-processing]
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25 questions
2
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0
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54
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Accurate blooming and PSFs?
I have a path tracer geared towards scientific/engineering applications. It is radiometrically accurate, which is important, however I want to incorporate physically realistic (though, not ...
5
votes
1
answer
221
views
Screen space line anti aliasing
I need to solve the following problem: do some anti-aliasing onto an image that contains rasterized "lines".
I have some post-processing effects that output super-thin (~1px) features such ...
1
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0
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150
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Help understanding Texture2D multi-sampling semantics: Why do we need sample index AND location?
Looking at the windows HLSL documentation for Texture2DMS.Load found here: https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/texture2dms-load
can someone help me better understand different ...
1
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1
answer
118
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What is the name for a film overlay where there is an array of crosses?
I've seen this in a lot of animations of spaceships, as well as the intro sequence to The Expanse which I've attached a screenshot of. https://vimeo.com/734114243 is also an example.
The above ...
3
votes
0
answers
448
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What are some good examples of post-processing edge detection?
I'm trying to implement a post-processing pass to detect silhouette-edges from depth data.
(by silhouette-edge of a triangles mesh I mean the triangle edges shared by a front and a back-facing ...
1
vote
0
answers
256
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Silhouette edge detection alternatives to Sobel
I'm trying to implement a silhouette detection algorithm in post-processing. I've come across solutions based on Sobel/Roberts cross/... filters and I was wondering if there are more accurate ...
1
vote
1
answer
284
views
ThreeJS OutlinePass error on Vertex shader not compiled
Trying to replicate ThreeJS outline postprocessing example, but I'm facing an error on some uncompiled Vertex shader.
I actually just copy/pasted source code with some small adjustment (removed the on-...
0
votes
1
answer
189
views
SSR/RTLR - hitting object/ending condition
My main problem is: When I'm raymarching (should I use View Space or Screen Space/Clip Space?), how do I determine condition to end marching and find which UV's color should be used?
My current code ...
1
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0
answers
156
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Blur calculation in shader with fixed CoC
I have just started learning how to use and create shaders in ThreeJS and, while going through some shaders in the example folder, I have come across a bokeh shader. Inside the shader, blur is ...
1
vote
0
answers
575
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What is the difference between post-/pre- sampling, aliasing, filtering and processing?
What is the difference between post-/pre- sampling, aliasing, filtering and processing?
How do the terms post-/pre-aliasing, post-/pre-processing, post-/pre-sampling and post-/pre-filtering relate to ...
2
votes
1
answer
1k
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Downscaling texture via mipmap [DirectX 11]
I am implementing a post-processing effect in my DirectX 11 pet renderer. The post-processing pass is implemented by rendering a full-screen quad covered with texture containing original rendered ...
0
votes
1
answer
541
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SSAO - artifacts appearing
I am trying to implement SSAO using DirectX11 but instead I got white screen with few black dots on model. My suspect is that kernel generation or usage might be wrong. I've tried changing order of ...
3
votes
1
answer
344
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Adding noise to gradient
I found this picture
When you zoom in to any part of the image, the background looks a bit noisy/grainy. See pixels around "violent violet" label:
I'm trying to understand how to achieve the same ...
4
votes
1
answer
796
views
Deriving blur from real optical formulae
Looking at the Wikipedia page for Circle of Confusion, and at such posts as this one, I completely understand how to calculate the values for near, far, focal planes and hyperfocal distance. I am also ...
3
votes
2
answers
860
views
Making low discrepancy sequence noise textures, not LDS sample positions
When making sampling locations, there is a lot of information out there on how to do white noise sampling, uniform sampling, uniform+jittered sampling, low discrepancy sequence sampling (eg halton) ...