DirectX Docs

Computational Graphics

Post-Processing Effects in DirectX Computational Graphics

Post-processing effects are applied to the entire rendered scene after the primary rendering pass has completed. These techniques are crucial for achieving a wide range of visual styles, enhancing realism, and creating distinctive artistic looks in modern graphics applications. They operate on the rendered image (often stored in a texture) rather than individual scene geometry.

Core Concepts

Common Post-Processing Techniques

Bloom

Bloom simulates the way bright light sources scatter and glow in the real world, creating a halo effect around bright areas of the image. This is achieved by downsampling the bright areas of the scene, blurring them, and then compositing them back onto the original image.

Example (Conceptual Pixel Shader Logic):


float threshold = 0.8;
float intensity = 1.0;
float4 pixelColor = tex2D(SceneSampler, input.texCoord);

if (dot(pixelColor.rgb, float3(0.299, 0.587, 0.114)) > threshold) {
    float3 bloom = tex2D(BloomSampler, input.texCoord).rgb;
    pixelColor.rgb += bloom * intensity;
}
return pixelColor;
            

Depth of Field (DOF)

Depth of Field simulates the effect of a camera lens, where objects at a certain distance from the focal plane are in focus, while objects closer or farther away appear blurred. This often requires depth information from the scene.

Implementation: Typically involves sampling multiple points in a circle around the current pixel and averaging their colors, weighted by their distance from the focal plane.

Motion Blur

Motion blur simulates the effect of rapid movement during a camera's exposure, resulting in streaks or trails. It requires information about the velocity of objects.

Example (Conceptual): A pixel moving rapidly might be sampled 8 times in the direction of its motion, and the results averaged.

Screen Space Ambient Occlusion (SSAO)

SSAO simulates soft shadowing in crevices and corners where ambient light is blocked by nearby geometry. It approximates ambient occlusion by analyzing the depth buffer.

Performance: Can be computationally intensive but significantly enhances scene realism by adding subtle contact shadows.

Color Grading & Tone Mapping

These techniques adjust the color and luminance of the final image to achieve specific artistic styles or to adapt High Dynamic Range (HDR) content to a Low Dynamic Range (LDR) display.

Anti-Aliasing (Post-Process variants)

While MSAA is a traditional rendering-time anti-aliasing technique, post-processing offers alternatives like FXAA (Fast Approximate Anti-Aliasing) and SMAA (Subpixel Morphological Anti-Aliasing) which operate on the final rendered image.

Advantage: Can be applied to existing rendered scenes without modifying the rendering pipeline significantly.

Implementation Considerations