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

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== Video Timestamp Index ==
== Video Timestamp Index ==
* [https://youtu.be/c5BIrTY Tutorial 46]
* [https://youtu.be/y2dJ28cq4Is Tutorial 46]
== Source Code ==
== Source Code ==

Latest revision as of 01:22, 1 March 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