Sunday, 2 February 2014

Week 4 - Fullscreen Effects/ PostProcessing

This week we learned about full screen effects and post processing effects like blur and bloom. 

Blur: 

Blurring is done by applying a filter to the texture of your frame where each frame is assigned a weighting. 
In the image above each pixel is equally weighted.

Gaussian blurring is done in a similar way except each source pixel is not equally weighted, pixels are weighted higher in the center. As a result, bigger the window the stronger the blurring.

HDR/Bloom:

HDR and Bloom are post processing effects that are actually quite simple to do, they are done by doing multiple pass-throughs before displaying the final image.

     1. Render 3D scene to offscreen framebuffer
     2. Highlight bright areas(tone-mapping)
     3. Apply a Gaussian blur to highlighted areas
     4. The final image is equal to the blurred frame + the initial 3D scene



Above is an example of HDR and bloom in a video game, in this case it is The Legend of Zelda : Wind Waker HD remake. 

GDW:

We are planning on adding some postprocessing effects into our game and currently we are working on our framework to make these effects easier to implement. 

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