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. | + | 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
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