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Posts by author: Admin

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Basic Knowledge Depth of Field is one of the most commonly used screen post-processing effects in games. It comes from a basic concept in photography, which refers to the range of the distance before and after the subject measured by the imaging of the front of the camera lens or other imagers that can obtain

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Basic Knowledge When we photograph, the light from some strong light source sometimes has some reflection and scattering when passing through the lens group produced by many lenses, and the light that is not aligned with the other incident light produces a halo.   (The bright light in the upper right corner makes the image

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In the previous series, we learned the related algorithms for image blurring. While exploring the efficiency of these algorithms, we deeply understood the core ideas of these algorithms, which will be applied to many post-processing effects. Next, we will learn how to implement some common screen post-processing effects. Basic knowledge Bloom (Glow) special effects are

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Basic Knowledge At SIGGRAPH 2015, the ARM team shared a “Bandwidth-Efficient Rendering”. In this sharing, we analyzed the Blur algorithm we mentioned earlier, and proposed a new Blur algorithm: Dual Blur.   There are PDFs and Notes in the attachment at the end of the article: siggraph2015-mmg-marius-notes.pdf siggraph2015-mmg-marius-slides.pdf   Dual Blur (Dual Filter Blur) is

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Basic Knowledge At GDC2003, Masaki Kawase’s topic “Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)” shared an algorithm applied to Bloom special effects, which was later promoted as a blur algorithm: Kawase Blur.   The speech can be found on the GDC website: https://www.gdcvault.com/play/1022665/Frame-Buffer-Postprocessing-Effects-in https://www.gdcvault.com/play/1022664/Frame-Buffer-Postprocessing-Effects-in   The optimization idea of the Box Blur algorithm mentioned in

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Basic Knowledge The Box Blur algorithm also uses the convolution operation, and each position of the convolution kernel it uses has the same weight. For example, a 3*3 size convolution kernel can be expressed as follows:   And the Box Blur convolution kernel is also linearly separable, and the two-dimensional Box Blur convolution operation can

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Basic Knowledge   By taking advantage of the properties of the Gaussian distribution function, the number of texture reads and arithmetic operations has been successfully reduced. You can take advantage of the GPU to further speed up. The previous algorithms assumed that the reading of a texture can only be used to obtain information on one

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Basic Knowledge The image is blurred using the convolution kernel calculated by the two-dimensional Gaussian function, which is expensive in real-time computing games. Some methods need to be considered to optimize acceleration and reduce the number of texture reading operations and arithmetic operations. Optimization can be done by exploiting the separable nature of the two-dimensional

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