Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 46"
From Chilipedia
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== Video Timestamp Index == | == Video Timestamp Index == | ||
− | * [https://youtu.be/ | + | * [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
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