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Questions tagged [post-processing]

2 votes
0 answers
54 views

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 ...
Chris Gnam's user avatar
5 votes
1 answer
221 views

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 ...
leone ruggiero's user avatar
1 vote
0 answers
150 views

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 ...
Dan's user avatar
  • 11
1 vote
1 answer
118 views

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 ...
xyz's user avatar
  • 33
3 votes
0 answers
448 views

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 ...
leone ruggiero's user avatar
1 vote
0 answers
256 views

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 ...
leone ruggiero's user avatar
1 vote
1 answer
284 views

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-...
fudo's user avatar
  • 121
0 votes
1 answer
189 views

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 ...
DirectX_Programmer's user avatar
1 vote
0 answers
156 views

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 ...
Francesco Maltagliati's user avatar
1 vote
0 answers
575 views

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 ...
PatrickSteiner's user avatar
2 votes
1 answer
1k views

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 ...
ivokabel's user avatar
  • 1,474
0 votes
1 answer
541 views

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 ...
DirectX_Programmer's user avatar
3 votes
1 answer
344 views

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 ...
Anvaka's user avatar
  • 213
4 votes
1 answer
796 views

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 ...
SgerbwdGwyn's user avatar
3 votes
2 answers
860 views

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) ...
Alan Wolfe's user avatar
  • 7,861

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