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Questions tagged [post-processing]

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5 votes
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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 ...
leone ruggiero's user avatar
1 vote
0 answers
33 views

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

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

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

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 ...
leone ruggiero's user avatar
1 vote
1 answer
209 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-...
fudo's user avatar
  • 121
0 votes
1 answer
142 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 ...
DirectX_Programmer's user avatar
1 vote
0 answers
108 views

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

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

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 ...
ivokabel's user avatar
  • 1,464
0 votes
1 answer
475 views

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

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 ...
Anvaka's user avatar
  • 213
4 votes
1 answer
439 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 ...
SgerbwdGwyn's user avatar
3 votes
2 answers
692 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) ...
Alan Wolfe's user avatar
  • 7,801
2 votes
1 answer
233 views

What is a common approach to smooth structures in textures?

I have a screen-aligned texture resulting from multiple rendering passes. It looks about this: I want the edges to appear smoother than they do now (but still keep their characteristic shape). When ...
Muad's user avatar
  • 165
1 vote
0 answers
66 views

Motion Blur via depth re-construction too sensitive

So I have implemented motion blur via depth re-construction using the depth texture and a previous view projection matrix. The shader basically finds the texel coordinate in by using the previous (...
ChaoSXDemon's user avatar
2 votes
0 answers
63 views

Is this the correct interpretation of the separable SSS artistic model?

I'm trying to understand the separable subsurface scattering algorithm, but I'm a little confused on what the parameters mean from a notation and implementation standpoint, particularly for the ...
aces's user avatar
  • 1,353
7 votes
2 answers
2k views

Why is AO considered Post-Processing?

Ambient Occlusion is a physical approximation to occlude ambient light. If ambient light is not considered post-processing, why is AO? Ambient occlusion has the same inputs as regular deferred ...
Karim Abdel Hamid's user avatar
5 votes
1 answer
487 views

Artifacts when gamma correcting

Doing post-process gamma correction is showing texture artifacts, here is a small example on a skybox: The first image is gamma correcting on the skybox shader and seems correct, the lower is doing ...
V.M.'s user avatar
  • 53
8 votes
1 answer
4k views

How is motion blur implemented in modern realtime renderers?

When realtime renderers (such as 3d games) have motion blur, how is it usually implemented? I think I've heard something about needing to have motion vectors for each pixel but I'm not sure about ...
Alan Wolfe's user avatar
  • 7,801
5 votes
1 answer
1k views

How does directional Gaussian blurring work?

In image editing software, you often have the ability to do a directional blur where you can choose and angle and a magnitude of a blur. How does this actually work in practice with Gaussian blurring? ...
Alan Wolfe's user avatar
  • 7,801
12 votes
1 answer
5k views

Is doing multiple Gaussian blurs the same as doing one larger blur?

To make Gaussian blurring a 2d image faster, I know that you can do one axis and then the other. I'm wondering though, if I did two Gaussian blurs of size $N$, would that be the same mathematically ...
Alan Wolfe's user avatar
  • 7,801
12 votes
2 answers
8k views

How does temporal reprojection work?

Temporal anti aliasing (and other temporal algorithms) work by matching pixels this frame with pixels from the last frame and then using that information. I get that you can use the last and current ...
Alan Wolfe's user avatar
  • 7,801
12 votes
1 answer
5k views

How is Depth of Field Implemented?

I know that depth of field involves blurring. There's some great information about how to do a Gaussian blur in the question How is Gaussian Blur Implemented? But, other than that, how is depth of ...
Alan Wolfe's user avatar
  • 7,801