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7
votes
2answers
288 views

How many rendering passes is “normal”?

I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
6
votes
1answer
1k views

XNA 4.0 Post-Processing Libraries?

Are there any free XNA 4.0 post-processing libraries that are easy to hook into projects? I am looking specifically for a glow effect (although anything is great), and I should also mention that I'm ...
5
votes
1answer
152 views

A motion blur technique which can cover curve movement path?

I am looking for a motion blur technique for real-time games. I know two techniques, velocity map and accumulation buffer. Velocity map shows very good quality, but doesn't work correctly if objects ...
4
votes
2answers
380 views

What Shading/Rendering techniques are being used in this image?

My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): ...
4
votes
1answer
657 views

Shader effect similar to Metro 2033 gasmask

I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get ...
4
votes
2answers
120 views

When to apply AA as post?

I'm working with a deferred shading technique. I have diffuse, normal and depth buffers, which I combine for the final scene composition. Where and when exactly do I apply an anti-aliasing pass (such ...
3
votes
3answers
2k views

How can I make a shader effect that looks like a lightly shaded pencil drawing?

I want to make a shader effect using OpenGL ES 2.0 that looks like this image: I'm not sure if this image was painted or is the result of some filter, but I want to create a shader that produces ...
3
votes
1answer
428 views

How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? ...
3
votes
1answer
487 views

Multiple volumetric lights

I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for ...
3
votes
0answers
294 views

deferred rendering and gaussian blur - artifacts

I compute Gaussian blur in two passes (horizontally and vertically). Shaders look like this: Horizontal blur - fragment shader: #version 420 layout (location = 0) out vec4 outColor; in vec2 ...
2
votes
1answer
217 views

Full-screen post-processing and texture size

I am newbie writing a post-processing code for mobile devices, and asking some trivial, conventional solution for a specific problem. AFAIK, post-processing in OpenGL is trivially done with FBO bound ...
2
votes
1answer
1k views

Blur shader without render textures?

Is it possible to append a blur shader to a standard (diffuse) shader ? I am looking for a way to do this as Unity indie doesn't allow render textures.
2
votes
1answer
258 views

Regarding cel-shading of existing games

Is it possible to cel-shade existing games through API interception? I would assume yes. If done properly, could cel-shading be used as a rendering optimization technique? This means, rather than ...
2
votes
1answer
126 views

How can I get post-processing effects with pygame?

I'd like to be able to make the screen like blurry and wavy, like when a player enters a portal in Minecraft. How would I make this with pygame?
2
votes
1answer
224 views

Would I perform one pass per effect in Deferred Shading?

I'm implementing deferred shading the first time. Doing so I came up with a conceptual question. First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
2
votes
0answers
165 views

How to create heat haze effect in Libgdx?

I would like to create a heat haze effect for a 2D game I am making. Do You have ideas or suggestions, how to get that effect. I am using Libgdx(OpenGL 2.0). Thank You in advance!
1
vote
1answer
535 views

HLSL grayscale pixel shader: How to get the original colors of the model?

The following code gives me a completely black colored model, while it should be a model shaded in greyscale: float4 SimplePixelShader(VertexShaderOutput input) : COLOR0 { //some lambertian ...
1
vote
1answer
165 views

Workaround for reading and writing same texture?

To apply post effects, it is often needed to read the preliminary image, perform computations on its pixels and store the result in the same texture again. For example, think of a tone mapping or ...
1
vote
0answers
18 views

DX11 ID3DX11FFT as post

I'm trying to implement bloom using FFT during post processing. But I have no experience with compute shaders and so far. DX11 has the ID3DX11FFT interface, which encapsulates compute shaders under ...
1
vote
1answer
38 views

2 Images, same object: tone difference and alignment

I would like to know a software which helps in post-production to calculate the general color/tone difference of 2 images. The images contain the same object, but arn't shot from the same position. ...
1
vote
1answer
463 views

Writing to multiple RenderTarget2D's from HLSL shader

I need to write to two render targets: one for colour and another for depth+normal (for post-processing). I have a problem, though. Both targets seem to be getting the value output by COLOR0, while ...
0
votes
1answer
765 views

HLSL Gaussian blur pixelshader: blur is not occurring

I am trying to use postprocessing to create a gaussian blur, however, no blur is to be seen, what am I doing wrong? I have included the full code at the bottom of this post in a google docs link, but ...
0
votes
1answer
88 views

Render scene twice in OpenGL, overlay second render with tranparency

Is it possible to render two scenes (same scene with different setups) without any alpha, and after that is done just overlay the result from the second render on top of the first layer with a static ...
0
votes
1answer
106 views

HLSL postprocessing for day to night (DTN)

I am trying to implement a "day-to-night"-filter (as commonly used in cinema) for a 2D game (XNA) by using a full screen HLSL pixel shader. The aim is to transform any bright and colorful image into a ...
0
votes
1answer
90 views

How to use FrameBuffer objects (OpenGL)

I want to draw a 2D scene and after the scene i want to draw some light effects. When i draw some light, i create a FBO, draw in it and when finished with drawing, i want to create a texture where i ...
0
votes
1answer
617 views

Toon shader with Texture. Can this be optimized?

I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their ...
0
votes
1answer
1k views

XNA - Error while rendering a texture to a 2D render target via SpriteBatch

I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D: private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); ...
-1
votes
1answer
36 views

problem with texcoord at post effect (quad rendering)

I have this shader: float4x4 View; struct VS_INPUT { float2 Position : POSITION; float2 TexCoord : TEXCOORD; }; struct PS_INPUT { float4 Position : SV_Position; float2 TexCoord : ...