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In the post (March 2014)

13/3/2014

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As well as procedural generation, I need to implement some form of post processing effect. This is of course the same case as the coursework requirements from my third year. Post processing however was definitely the weaker of the skills that I picked up from that project. I'd had high hopes of implementing high dynamic range lighting but I struggled to get my head around the pipeline which meant I was left with barely any time to implement a decent effect and thus settled on a hacked bloom effect. It was OK but not managing to implement it has snagged at me ever since.
Now I'm required to do the same task, as with the procedural generation, it will be a good measure of how my knowledge has improved over the course of 2 years.
I thought I understood the pipeline for setting up multiple render targets in DirectX 11. However, when it came to implementing the functionality into my framework, it was bitterly met with a black screen. I looked more thoroughly over the documentation but still wasn't able to find what the issue was. I still don't fully know, but as a guess, it's because I need to make sure the back buffer view associated with the swap chain is the final buffer rendered to. It's not a large inconvenience but I have now at least been able to make some head way, I've got to a similar stage in the post processing that I was at in 3rd year, where I render my scene to a texture and then render a quad with that texture. I've uploaded a video that shows me first texturing a quad and then showing me using my sprite object to render the scene on the screen and rendering the quad with a simple greyscale shader. I've also included screen grabs of such below.
The next step is to tidy up the render function of my application so that it sets up the different stages for the post process. I'm hoping to either do an effect that applies some form of motion blur or I'll make a second attempt at tackling high dynamic range lighting.
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