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Computer Graphics

Questions tagged [post-processing]

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2votes
0answers
54views

I have a path tracer geared towards scientific/engineering applications. It is radiometrically accurate, which is important, however I want to incorporate physically realistic (though, not ...
5votes
1answer
220views

I need to solve the following problem: do some anti-aliasing onto an image that contains rasterized "lines".I have some post-processing effects that output super-thin (~1px) features such ...
1vote
0answers
150views

Looking at the windows HLSL documentation for Texture2DMS.Load found here: https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/texture2dms-loadcan someone help me better understand different ...
1vote
1answer
118views

I've seen this in a lot of animations of spaceships, as well as the intro sequence to The Expanse which I've attached a screenshot of. https://vimeo.com/734114243 is also an example.The above ...
xyz's user avatar
  • 33
3votes
0answers
448views

I'm trying to implement a post-processing pass to detect silhouette-edges from depth data.(by silhouette-edge of a triangles mesh I mean the triangle edges shared by a front and a back-facing ...
1vote
0answers
256views

I'm trying to implement a silhouette detection algorithm in post-processing. I've come across solutions based on Sobel/Roberts cross/... filters and I was wondering if there are more accurate ...
1vote
1answer
284views

Trying to replicate ThreeJS outline postprocessing example, but I'm facing an error on some uncompiled Vertex shader.I actually just copy/pasted source code with some small adjustment (removed the on-...
fudo's user avatar
  • 121
0votes
1answer
189views

My main problem is: When I'm raymarching (should I use View Space or Screen Space/Clip Space?), how do I determine condition to end marching and find which UV's color should be used?My current code ...
1vote
0answers
156views

I have just started learning how to use and create shaders in ThreeJS and, while going through some shaders in the example folder, I have come across a bokeh shader. Inside the shader, blur is ...
1vote
0answers
575views

What is the difference between post-/pre- sampling, aliasing, filtering and processing?How do the terms post-/pre-aliasing, post-/pre-processing, post-/pre-sampling and post-/pre-filtering relate to ...
2votes
1answer
1kviews

I am implementing a post-processing effect in my DirectX 11 pet renderer. The post-processing pass is implemented by rendering a full-screen quad covered with texture containing original rendered ...
0votes
1answer
541views

I am trying to implement SSAO using DirectX11 but instead I got white screen with few black dots on model. My suspect is that kernel generation or usage might be wrong. I've tried changing order of ...
3votes
1answer
344views

I found this picture When you zoom in to any part of the image, the background looks a bit noisy/grainy. See pixels around "violent violet" label:I'm trying to understand how to achieve the same ...
4votes
1answer
796views

Looking at the Wikipedia page for Circle of Confusion, and at such posts as this one, I completely understand how to calculate the values for near, far, focal planes and hyperfocal distance. I am also ...
3votes
2answers
860views

When making sampling locations, there is a lot of information out there on how to do white noise sampling, uniform sampling, uniform+jittered sampling, low discrepancy sequence sampling (eg halton) ...

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