Hardware 3D (C++ DirectX Graphics) Tutorial 46
From Chilipedia
In this video we explore the concept and theory of fullscreen (screen space) filter passes. We learn a little signal processing theory vis-a-vis convolutions, develop some code for managing offscreen render targets, and implement a couple of simple shaders for fullscreen filter effects.
Topics Covered
- Flaws in the Scale Outline and Offset Outline techniques
- One dimensional signal processing convolution
- Two dimensional discrete convolution for image processing
-
RenderTarget
andDepthStencil
classes -
GraphicsResource
base class refactor - Textured quad screen space rendering technique
- Negative effect filter shader
-
texture.GetDimension
HLSL function - HLSL
for
loop - Mapping from pixels to texture coordinates for full screen filters