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Scene effects and multiple techniques

Started by MikeyO Oct 28, 2004 at 12:25 PM 3 replies 1k views
Original Post
MikeyO
MikeyO
I've been looking through some of Nvidia's FX Composer's examples, and I've gotten many of the effects to work; mainly per-pixel lighting and normal mapping. However, I do not understand how to use scene effects (like halo, or glow trail, or blur, or alpha, etc) that effect the entire scene. So, could someone show an example of a render loop which uses an HLSL scene effect which uses multiple techniques with multiple passes(ie; GlowH, GlowV, Redraw, Glow_Full, BlurGlowBuffer_Vert)?
MikeyO
MikeyO
No one have any suggestions on this or anything?
SimmerD
SimmerD
We have just uploaded a standalone demo that uses the scene commands and the directx standard annotations & semantics to our registered developer site.

It's not on the public site yet b/c it's still in beta.
S1CA
S1CA
Those kind of effects are often termed "post process" because they're applied in a separate pass after the normal geometry pass.

For things like full screen bloom/glow, the bright parts of the scene are rendered into a render target texture separate to the usual back buffer. That texture is then applied to a full screen quad with the blur performed by a combination of averaging multiple offset samples of the texture in the pixel shader and exploiting hardware bilinear filtering.


Take a look at the "PostProcess" sample in the latest DirectX 9 SDK release (October 2004). IIRC the same sample is in the the Summer update too. That contains full source code demonstrating a few common post processing effects.
Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site
DrGUI
DrGUI
I thought that I'd already replied to a thread like this recently, however, search for 'Real-Time Glow...' by Greg James on this site. It is a chapter from the great book GPU Gems.

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