Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 46"

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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.
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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 ==
 
== Topics Covered ==

Revision as of 23:02, 29 February 2020

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 and DepthStencil 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

Video Timestamp Index

Source Code

See also